SIGNING IN

Trefferpunkte

Trefferwürfel 1d10 pro Stufe

Übungen

WIS , CHA

Paladin

Spell Slots per Spell Level

Stufe Übungsbonus Eigenschaften 1st 2nd 3rd 4th 5th
1 + 2 Divine Sense Lay on Hands 0 0 0 0 0
2 + 2 Divine Sense Lay on Hands 2 0 0 0 0
3 + 2 Divine Sense Lay on Hands 3 0 0 0 0
4 + 2 Divine Sense Lay on Hands 3 0 0 0 0
5 + 3 Divine Sense Lay on Hands 4 2 0 0 0
6 + 3 Divine Sense Lay on Hands 4 2 0 0 0
7 + 3 Divine Sense Lay on Hands 4 3 0 0 0
8 + 3 Divine Sense Lay on Hands 4 3 0 0 0
9 + 4 Divine Sense Lay on Hands 4 3 2 0 0
10 + 4 Divine Sense Lay on Hands 4 3 2 0 0
11 + 4 Divine Sense Lay on Hands 4 3 3 0 0
12 + 4 Divine Sense Lay on Hands 4 3 3 0 0
13 + 5 Divine Sense Lay on Hands 4 3 3 1 0
14 + 5 Divine Sense Lay on Hands 4 3 3 1 0
15 + 5 Divine Sense Lay on Hands 4 3 3 2 0
16 + 5 Divine Sense Lay on Hands 4 3 3 2 0
17 + 6 Divine Sense Lay on Hands 4 3 3 3 1
18 + 6 Divine Sense Lay on Hands 4 3 3 3 1
19 + 6 Divine Sense Lay on Hands 4 3 3 3 2
20 + 6 Divine Sense Lay on Hands 4 3 3 3 2

Klasseneigenschaften

Stufe 1

Divine Sense
Lay on Hands

Stufe 10

Aura of Courage

Stufe 11

Improved Divine Smite

Stufe 12

Ability Score Improvement

Stufe 14

Cleansing Touch

Stufe 15

Sacred Oath feature

Stufe 16

Ability Score Improvement

Stufe 18

Aura improvements

Stufe 19

Ability Score Improvement

Stufe 2

Divine Smite
Fighting Style
Spellcasting

Stufe 20

Sacred Oath feature

Stufe 3

Divine Health
Sacred Oath

Stufe 4

Ability Score Improvement
Martial Versatility

Stufe 5

Extra Attack

Stufe 6

Aura of Protection

Stufe 7

Sacred Oath feature

Stufe 8

Ability Score Improvement

Zauberwirker-Fortschritt

Zauberwirker-Fortschritt: 1/2

Übungen

Armor

light

medium

heavy

shield

Weapons

simple

martial

Skills

Startausrüstung

(a) a martial weapon and a shield or (b) two martial weapons
(a) five javelins or (b) any simple melee weapon
Alternativ kannst du starten mit: 5d4 × 10|5d4 × 10|Starting Gold

Klasseneigenschaften

Divine Sense (Level 1)

The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.

You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

Lay on Hands (Level 1)

Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5.

As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.

Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.

This feature has no effect on undead and constructs.

Divine Smite (Level 2)

Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.

Fighting Style (Level 2)

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Blessed Warrior

You learn two cantrips of your choice from the cleric spell list. They count as paladin spells for you, and Charisma is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the cleric spell list.

Blind Fighting

You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Interception

When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

Spellcasting (Level 2)

By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. See chapter 10 for the general rules of spellcasting and chapter 11 for the paladin spell list.

Preparing and Casting Spells

The Paladin table shows how many spell slots you have to cast your paladin spells. To cast one of your paladin spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd-level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Charisma is your spellcasting ability for your paladin spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one.

Spell

Spell

Spellcasting Focus

You can use a holy symbol as a spellcasting focus for your paladin spells.

Divine Health (Level 3)

By 3rd level, the divine magic flowing through you makes you immune to disease.

Sacred Oath (Level 3)

When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you choose from the list of available oaths.

Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature.

Oath Spells

Each oath has a list of associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath spells don't count against the number of spells you can prepare each day.

If you gain an oath spell that doesn't appear on the paladin spell list, the spell is nonetheless a paladin spell for you.

Channel Divinity

Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.

When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again.

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.

Channel Divinity: Harness Divine Power

3rd-level paladin optional feature

You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 3rd level, once; 7th level, twice; and 15th level, thrice. You regain all expended uses when you finish a long rest.

Breaking Your Oath

A paladin tries to hold to the highest standards of conduct, but even the most virtuous paladin is fallible. Sometimes the right path proves too demanding, sometimes a situation calls for the lesser of two evils, and sometimes the heat of emotion causes a paladin to transgress his or her oath.

A paladin who has broken a vow typically seeks absolution from a cleric who shares his or her faith or from another paladin of the same order. The paladin might spend an all-night vigil in prayer as a sign of penitence, or undertake a fast or similar act of self-denial. After a rite of confession and forgiveness, the paladin starts fresh.

If a paladin willfully violates his or her oath and shows no sign of repentance, the consequences can be more serious. At the DM's discretion, an impenitent paladin might be forced to abandon this class and adopt another, or perhaps to take the Oathbreaker paladin option that appears in the Dungeon Master's Guide.

Ability Score Improvement (Level 4)

When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Martial Versatility (Level 4)

4th-level paladin optional feature

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to paladins. This replacement represents a shift of focus in your martial practice.

Extra Attack (Level 5)

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Aura of Protection (Level 6)

Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.

At 18th level, the range of this aura increases to 30 feet.

Sacred Oath feature (Level 7)

At 7th level, you gain a feature granted to you by your Sacred Oath.

Ability Score Improvement (Level 8)

When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Aura of Courage (Level 10)

Starting at 10th level, you and friendly creatures within 10 feet of you can't be frightened while you are conscious.

At 18th level, the range of this aura increases to 30 feet.

Improved Divine Smite (Level 11)

By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage.

Ability Score Improvement (Level 12)

When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Cleansing Touch (Level 14)

Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest.

Sacred Oath feature (Level 15)

At 15th level, you gain a feature granted to you by your Sacred Oath.

Ability Score Improvement (Level 16)

When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Aura improvements (Level 18)

At 18th level, the range of your Aura of Protection increases to 30 feet.

Ability Score Improvement (Level 19)

When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Sacred Oath feature (Level 20)

At 20th level, you gain a feature granted to you by your Sacred Oath.

Multiklassen

Multiklassen-Voraussetzungen

{"cha":13,"str":13}

Erworbene Übungen

Armor light , medium , shield
Weapons simple , martial

Unterklassen

Unterklassen-Eigenschaften

Brother of Sunlight

Oath of the Sun (Level 3)

In the wastes, the sun is a double-edged sword: though it brings light, warmth, and nourishment to the little greenery there is in the desert, it also burns, blinds, and can destroy those who do not respect it. Paladins who take the Oath of the Sun understand the sun's dual nature, and strive to both bring its light to the darkest reaches of the world and to protect those who fall prey to the sun's rays out of happenstance or misfortune.

Unlike other paladins, most brothers who take the Oath of the Sun belong to a clergy of a sun god of some sort, be it Amaterasu, Apollo, Ra, or any other. They most often serve as templars, protecting their temples from raiders, bandits, and more supernatural threats. They are uniformly good, though their adherence to laws other than that of their faith is sometimes shaky.

Tenets of the Sun

The Oath of the Solar Brotherhood is always taken in public at the height of noon, among the congregation of the paladin's church.

The Sun Rises

The sun rises over the horizon each day, without fail, spreading light over the whole of the world. So should you never fail in your task to spread your faith and knowledge every day.

The Sun Blazes

Under the noonday sun, only the pure may survive for long. Those that fear the sun must see its light, so as to burn away their impurity.

The Sun Sets

The sun must rest each night, and give the world a chance to sleep. So too should you give rest to your fury and righteousness in the service of mercy, though only to those who deserve it.

Oath Spells

You gain oath spells at the paladin levels listed.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Glorious Radiance

As an action, you can begin radiating bright sunlight. While this effect is active, you shed bright light out to a radius of 30 feet. Additionally, you gain a number of temporary hit points equal to your paladin level + your Charisma modifier. If a creature hits you with a melee attack while you have these hit points, you can use your reaction to deal 5 points of radiant damage to it. This effect lasts for 1 hour, until the hit points are expended, or until you dismiss it. When you reach 9th level, the effect deals 10 points of radiant damage, and at 17th level, it deals 15 points of radiant damage.

Solar Flare

As an action, you can emit a blinding flash of light. When you do so, all creatures you choose within 20 feet of you must make a Dexterity saving throw or be blinded for 1 minute. An affected creature may make a Constitution saving throw at the end of each of its turns to end the effect.

Sun's Warmth (Level 7)

At 7th level, you and all friendly creatures within 10 feet of you have resistance to fire and cold damage, and can tolerate temperatures as low as -50 degrees Fahrenheit and as high as 300 degrees Fahrenheit. Additionally, when you deal fire damage, you can choose to deal radiant damage instead, or vice versa.

At 18th level, the range of this aura increases to 30 feet.

Incandescent Fury (Level 15)

At 15th level, the damage die for your Improved Divine Smite becomes a d10.

Zenith (Level 20)

At 20th level, as an action on your turn, you can fill yourself with the sun's brilliant wrath. You may cast the spell sunbeam without using a spell slot. Additionally, at the start of each of your turns during this spell's duration, you regain hit points equal to your Charisma modifier if you have no more than half your hit points left. Once you use this ability, you must take a long rest before you can do so again.

Heretic

Oath of Heresy (Level 3)

You have seen the truth. The great prophets of history are false, and their clerics have been deceived; the gods are not what we thought they were. Your great revelation was a crystallizing moment, fulfilled by your oath. You will spread the truth with your voice to whoever has ears to listen, and where that does not dispel the lies, your sword might dispense its own truth.

Tenets of the Heresy

Heretics are forged in fire and live by different creeds, but they universally share the following beliefs.

The gods are a lie

Your revelation has shown you this that the gods as people know them do not exist, and you may never again accept a religion founded upon them.

Their prophets are false

Prophets of false gods, including their clerics, paladins, and priests, shall be shown the truth. If they continue to spread their lies, they shall be put to death and their temples destroyed.

Steal from the gods

You can siphon off the power of the gods, using it to cast your own 'divine' magic, weakening the gods in the process.

Reveal the Truth

Your message will never accepted easily, for people hold strongly to their beliefs. You must make them see the truth.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Crown Spells
Paladin LevelSpells

3rd

command, hex

5th

enthrall, hold person

9th

fear, vampiric touch

13th

compulsion, dominate beast

17th

dominate person, hold monster

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Blaspheme

You speak words of heresy, profound statements which shake the room. Each unfriendly creature within 30 feet must make a Charisma saving throw. On a failed save, the creature us unable to magically regain hit points for 24 hours.

Burn Effigy

You can immolate your foes as an effigy of the gods. Choose a humanoid that you can see within 30 feet. The target must succeed on a Wisdom saving throw or be paralyzed while you maintain concentration on this effect, to a duration of 1 minute, and take 2d6 fire damage. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the effect ends for the target. On a failure, the creature takes an additional 1d6 fire damage.

Aura of Unbelief (Level 7)

At 7th level, your iconoclasm disempowers the servants of the gods. You and all friendly creatures within 10 feet of you have advantage on saves against divine spells, those cast by clerics, paladins, druids, rangers, and other sources the DM deems appropriate.

At 18th level, the range of this aura increases to 30 feet.

Ur Strike (Level 15)

Beginning at 15th level, you not only steal divine power from the gods, you can leech it from mere mortals as well. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d6 necrotic damage to the target and you regain hit points equal to the amount of necrotic damage dealt.

Apostate (Level 20)

At 20th level, fully divorced from the will of the gods, you can assume a form empowered by the influence of your blasphemy, a minor apotheosis. You can transform into a figure composed of dark, whirling energy as an action, which lasts for 1 minute. While you are transformed, you gain the following effects:

  • You are immune to all divine spells and effects.

  • When you make an attack, the creature you target gains no bonus to armor class from its armor.

  • Your Ur Strikes are empowered. Your Ur Strike deals 4d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt.

Holy Flame

Holy Flame (Level 3)

Called the Holy Flames of Celestia, these paladins traditionally worship the Solar Alicorn as a goddess, and seek to bring her glory through their holy might. Celestia's most trusted guardsponies are usually Holy Flames.

Tenents of the Flame

Unity

Trust in your companions and yourself, The Holy Flame is brightest when brandished by many.

Patience

A Holy Flame burns eternal, wait until your action will have the most impact.

Kindle

Protect the innocent and weak. Keep the Holy Flame of hope alive in their hearts.

Rebirth

Enemies should be converted rather than destroyed, as the Holy Flame cleanses all evil, to be reborn as the Phoenix.

Oath Spells

You gain oath spells at the paladin levels listed.

Channel Divinity: Aura of Radiance

As an action, you can imbue armor you're wearing with Holy Radiance. You gain immunity to radiant damage, and resistance to fire damage. In addition, your armor emits bright light for 30 feet that counts as sunlight, and dim light that is mundane for another 30 feet. This effect lasts for 1 minute, until you fall unconscious, or if you dismiss it as an action.

Channel Divinity: Turn the Fallen

As an action, you can make each aberration or monstrosity that can see or hear you within 30 feet of you make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

Aura of Friendship (Level 7)

At 7th level, when friendly creatures within 10 feet of you take fire, bludgeoning, slashing or piercing damage while you are conscious, reduce the damage taken by your Charisma modifier to a minimum of 1.

At 18th level, the range of this aura increases to 30 feet, and it reduces radiant, thunder, cold and lightning damage as well. Friendly creatures can only benefit from one Aura of Friendship at a time.

Trancendental Fire (Level 15)

At 15th level, when you deal fire or radiant damage with a spell, you can add your Charisma modifier to the damage total. In addition, for spells that deal fire damage, you can choose to deal radiant instead.

Sol Invictus (Level 20)

At 20th level, as long as you are in direct sunlight and conscious, you regenerate hit points equal to twice your Charisma modifier at the beginning of your turns. You can forgo the regeneration to gain advantage on an attack roll or ability check.

Inquisitor

Discern Falsehood (Level 7)

Starting at 7th level, you can focus your senses to detect deliberate lies. As an action, you can target one creature within 30 feet. The target creature must make a Charisma saving throw (DC equals 8 + your Proficiency Bonus + your Charisma modifier). On a failed save, you know if the target creature deliberately and knowingly speaks a lie. This ability does not reveal the truth. Once you use this feature, you can't use it again until you finish a short or long rest.

Prevent Escape (Level 15)

Starting at 15th level, you are able to prevent your enemies from escaping. As an action, you can target one creature within 30 feet. The target creature must make a Charisma saving throw (DC equals 8 + your Proficiency Bonus + your Charisma modifier). On a failed save, the target creature becomes restrained by an invisible force and is prevented from using any form of teleportation, dimensional, or planar travel for one minute. Once you use this feature, you can't use it again until you finish a short or long rest.

Ultimate Conviction (Level 20)

Starting at 20th level, you can imprison, interrogate, and punish those you find guilty. As an action, you can create a cage made out of energy similar to a forcecage spell. Any creature within the cage must make a Charisma saving throw (DC equals 8 + your Proficiency Bonus + your Charisma modifier). On a failed save, the creature is charmed. Creatures charmed this way must answer your questions truthfully until they are imprisoned this way. You can choose to release the target from the cage at any time, or target one of the creatures within the cage with an imprisonment or power word kill spell as if you have cast it requiring no material components. Once you use this feature, you can't use it again until you finish a long rest.

Inquisitor

Oath of Inquisition (Level 3)

Paladins who take an Oath of Inquisition make a solemn promise to uphold the law and defend the Church from its enemies. As Inquisitors, they root out heretics and those who blaspheme against their god, wherever they might hide, and do so by any means necessary. Unlike other paladins, they are above many of the tenants of their Church, answering to their god first, themselves second, and all others, including other clerics and paladins, third. Inquisitors often keep their ear to the ground, searching for new threats and chasing down old enemies, using deceit and violence when piety and righteousness is not enough.

Tenets of the Inquisition

While the tenets of the Oath of Inquisition may vary to suit the nature of the threat encroaching upon the church, paladins who take this oath hold highly the following as a matter of necessity, rather than ideals.

Root Out Heresy

Seek out those who might do harm to the Church or others, even if they hide themselves from sight.

Justice Over Mercy

Above all else, it is the charge of the Inquisitor to bring justice to the wicked, be that by the sword or in a court of law.

Trickery and Guile

In order to learn the truth, it is sometimes necessary to use deception.

Ends Justify the Means

Your methods need not be righteous if the cause is so.

Oath Spells

You gain oath spells at the paladin levels listed.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Judgement

You can cast judgement upon a creature. As an action using your Channel Divinity, select one creature you can see within 30 feet of you. If the creature has a different alignment than you, it suffers a disadvantage on all saving throws until the end of your next turn. If its alignment differs from yours in each alignment axis (good/evil and lawful/chaotic), it is also may move only 10 feet during the next round and take either an action or bonus action (not both) on its next turn.

Bane

As a bonus action, you can bolster injured creatures with your Channel Divinity. Each creature of your choice that can hear you within 30 feet of you regains hit points equal to 1d6 + your Charisma modifier (minimum of 1) if it has no more than half of its hit points.

Stalwart (Level 7)

Beginning at 7th level, your unfaltering determination spurs those around you. You and friendly creatures within 10 feet have advantage on Intelligence, Wisdom, and Charisma saving throws.

Exploit Weakness (Level 15)

At 15 level, you can exploit a creature's weakness. As a bonus action, choose one creature you can see within 30 feet. Until the end of your turn, the creature is considered to have Vulnerability to your weapon damage. You must complete a short or long rest before using this ability again.

True Judgement (Level 20)

Beginning at 20th level, as an action you become a visage of true law to cast judgement upon your foes. To lawful creatures, you appear as an unshakable Justicar in shining armor. To chaotic creatures, you appear as a darkly cloaked creature of menace. To all others you appear as yourself, surrounded with an intimidating aura of might. For the next 1 minute, you gain the following effects:

  • You may use Judgement once per round as a bonus action requiring no use of Channel Divinity. When you do so, you also have advantage on attack rolls against that creature targeted by Judgement until the beginning of your next turn.

  • Creatures with an alignment different than your own within 20 feet of you may not use the Disengage Action during this duration, and may move at most 10 feet away from you when they move.

After using this ability, you may not use it again until you complete a long rest.

Oath Daemonicus

Oath Daemonicus (Level 3)

For some, simply dedicating their souls to the gods is not enough. Pledging themselves fully they allow daemons to possess their bodies, becoming willing hosts to these immaterial creatures. To any who can see it, this appears as two souls occupying one body; as the daemon has its own defining personality, goals and voice in your character's head. In battle, this being comes to dominate your mind and body, hands turn into rending talons and jaws into slavering, fang-filled maws that are twisted beyond reason and reality.

Tenets of Daemons

Whilst there are no strict tenets for this oath, daemons will only choose to possess worthy hosts who prove themselves as powerful vessels who comply with their interests, so certain guidelines can be ascertained.

Manifest Strength

I must prove my strength in my actions.

Abjure Weakness

I must not show weakness, in my actions or my words.

Daemonic Rivalry

I hold animosity to other daemons, and will fight them should they oppose my goals.

Abyssal Ambition

I work to futher my daemon's desires.

Every daemon is different however, so the exact whims of your own should be decided between you and your dungeon master, but should one under the oath prove to be weak or defy the daemon's interests, the daemon may abandon their host and break their oath.

Additionally your possession may be forcibly removed by the break enchantment feature of dispel evil and good.

Oath Spells

You gain oath spells at the paladin levels listed.

Fiendish Corruption

At 3rd level your Divine Smite no longer deals radiant damage, instead it deals necrotic damage. At 11th level this also applies to the extra damage granted by your Improved Divine Smite feature.

Channel Divinity: Daemonic Form

As an action, you can change into your daemonic form, allowing the daemon that possesses your body to temporarily reshape it; sprouting horns and long sharp claws, merging your armour with your flesh and your face warping into a fanged maw are among many common changes, lasting for 1 hour.

Whilst in your daemonic form any armour you are wearing is unable to be removed and you have advantage against being charmed, frightened and poisoned. You gain resistance to necrotic damage but become vulnerable to radiant damage, and your melee attacks treat immunity as resistance.

Channel Divinity: Ravenous Weapon

As an action, you can imbue one weapon that you are holding with ravenous energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to damage rolls made with that weapon (with a minimum bonus of +1). Each time you hit with an attack using the imbued weapon you gain a number of temporary hit points equal to the total damage dealt by that attack. If the weapon is not already magical, it becomes magical for the duration.

You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.

Abyssal Hide (Level 7)

At 7th level you gain resistance to non-magical bludgeoning, piercing and slashing damage when using your daemonic form channel divinity.

At 18th level any time a creature within 5 feet of you deals damage to you with a melee attack your acidic blood sprays on them, dealing 2d4 acid damage.

Lesser Daemonic Gift (Level 15)

At 15th level you gain one improvement to the daemonic form channel divinity from the daemonic gifts list below.

Daemonic Gifts
Daemonic GiftDescription

Bone-Metal Armour

You gain an additional +2 to your AC and any worn armour isn't considered metal.

Daemon's Eyes

You gain 30 feet of truesight.

Deadly Bite

You can use your bonus action to make a bite attack at a creature within 5 feet of you that deals 2d8 plus your strength modifier necrotic damage on a hit.

Inhuman Growth

Your size doubles in all dimensions, and your weight is multiplied by eight. This growth increases your size by one category, from Medium to Large, for example. You also have advantage on Strength checks. While you are enlarged, your melee attacks deal 1d6 extra damage.

Membranous Wings

You gain a flying speed of 45ft.

Rending Talons

Your unarmed strikes are finesse and light weapons that deal 1d8 slashing damage and are considered magical for the purposes of calculating resistance and immunity.

Tainted Breath

You can use your action to exhale hellish rot in a 15ft cone, each creature in the cone must make a Constitution saving throw against your spell save DC. They take 4d8 necrotic damage on a failed save and half as much on a successful one.

Unnatural Speed

You gain an extra 15 feet of movement speed and advantage on dexterity checks and saving throws.

Additionally when you finish a long rest, you may change one improvement for another from the table.

Greater Daemonic Gifts (Level 20)

At 20th level you gain two more improvements to the daemonic form channel divinity from the daemonic gifts list above.

Oath of Acquisitions

Oath of Acquisitions (Level 3)

Most paladins are chiefly concerned with doing good. A rare few pursue darker paths. But those who take the Oath of Acquisitions don't fall into either camp. They have the power to help people...but why would they, if they aren't going to be adequately compensated? They're called heroes, demanded to throw themselves in harm's way, but when it comes time for hazard pay? They're told their service should be payment enough. But in a dragon- eat-dragon world, these heroes for hire need every tool at their disposal, be it sword or spell, to ensure that invoice gets paid on time.

These notorious charmers wield a strong portfolio of enchantment magic to move the needle on and off the battlefield. Be it a heated negotiation over the price of a potion or a pitched battle with a soon-to-be-overly-friendly giant, it's hard to deny these silver-tongued devils when they turn on the charm.

Perhaps you entered into an infernal contract forcing you to collect on debtors. Or that merchant you guarded a few years back made a lot of good points about knowing your worth. Maybe you just took the guidance from your god of traders a little too far. However you came to take this oath, you always aim to come out on top—and woe to those who break a contract with you.

Tenets of Acquisitions

Those who take the Oath of Acquisitions are fearsome negotiators, mercenary in attitude, and stand only for themselves... and those filling their coffers... and those overseeing their debts.

The More Perilous the Path, the Greater the Payout

Always go the extra mile—so it's easier to squeeze a little extra out of your employer.

Circumstance Plus Instinct Equals Profit

Those who can smell war on the wind are the first to profit from it. Watch the trends, read the bones, and make sure you're the first one with the solution to the problem.

A Deal is a Deal is a Deal

Your word is your bond. If you make a deal, you stick to the letter of it. However, if the other party didn't read the contract thoroughly, it's not really your problem.

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of Acquisitions Spells table.

Oath of Acquisitions Spells

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Peace is Good Business

You can use your Channel Divinity as a bonus action to gain the upper hand in negotiations. For the next 10 minutes, you have advantage on all Charisma checks made to negotiate business with other creatures.

War is Good Business

When you cast an enchantment spell on a creature that requires a saving throw, you can use your Channel Divinity to make the target more susceptible to your magic by imposing disadvantage on its saving throw. Additionally, if the spell has a duration of 1 hour or less, its duration is doubled.

Aura of Opportunity (Level 7)

Starting at 7th level, you emanate an aura that commands attention while you're not incapacitated. Creatures of your choice within 10 feet of you make attacks against creatures other than you with disadvantage.

When you reach 18th level in this class, the range of this aura increases to 30 feet.

The Bigger the Smile, the Sharper the Sword (Level 15)

Starting at 15th level, you can make new "friends" feel the sting of betrayal. Once per turn, when you hit a creature charmed by you or an ally within 30 feet of you with an attack, the creature has vulnerability to that attack's damage.

You can use this feature a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses when you finish a long rest.

Greed is Good (Level 20)

At 20th level, you can manifest as an avatar of opulence and excess. Your skin and clothing take on a gold or platinum sheen, and coins spill from you as you walk, disappearing after they hit the ground.

During the transformation, you gain the following features for 1 hour:

  • You have advantage on all Charisma checks and saving throws.

  • Creatures that hit you with a weapon attack must succeed on a Wisdom saving throw against your spell save DC or become charmed by you until the end of your next turn.

  • You can use the Bigger the Smile, the Sharper the Sword feature any number of times on a turn without expending uses.

Once you use this feature, you can't use it again until you finish a long rest.

Oath of Acroamata

Oath of Acroamata (Level 3)

Every Paladin answers a call, but while some are driven by their oath to a particular god or pantheon, the Acroamata are initiated into the secrets and mysteries of the source of Knowledge and Magic. These arcane protectors ensure that magic is used safely and prudently; some of them seek out and correct those who are reckless with their power. Some are dedicated guardians at universities and mages' guilds, others are loyal bodyguards of travelling wizards. Some are seekers of ancient magical relics. Whatever their calling, all know the power of arcane magic and that such power is dangerous.

Tenets of Acroamata

The Acroamatic Oath emphasizes the need for arcane power to be controlled and used properly.

Keepeer of Knowledge.

No magic should be forgotten. You must seek out arcane knowledge and preserve it.

Bane of Fools.

Magic is dangerous by nature. You are a foe of those who use it without caution or compassion.

Protector of the Art.

Be wise in your judgement. Be careful that knowledge does not fall into the wrong hands.

Student of the Art.

It is not enough to study magic, you must practice it. Devote yourself to the perfection of the Art.

Oath Spells Variant: Spellbook

Instead of gaining oath spells at the usual paladin levels, you instead gain the use of a small spellbook. When you take this oath at 3rd level, and again when you reach 5th, 9th, 13th, and 17th level, you can add two spells of your choice from the wizard spell list to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Paladin table. On your adventures, you might find other spells that you can add to your spellbook (see the Wizard class). All spells in your spellbook must come from the Wizard spell list, but they are Paladin spells for you.

When you prepare spells, choose any spells from the paladin spell list or your spellbook, and the number of spells you prepare is equal to your spellcasting modifier + your paladin level.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Spellbreaker

You can use your Channel Divinity to strike at an enemy's magical defenses. When you hit with a weapon attack, choose one type of damage resistance the target possesses. The resistance is suppressed and the target does not gain the benefit of that resistance until it completes a short or long rest.

Magic Resistance

You can use your Channel Divinity to protect yourself from magic. As a reaction to failing a saving throw against a spell or magical effect, you can use your Channel Divinity. You instead succeed on the saving throw.

Optional Rule - Arcane Casting:

At the DM's discretion, at 3rd level when you take this oath, you may choose to use Intelligence or Charisma as your spellcasting ability. You may use any Spell Scroll or attune to any magic item available to a Wizard.

Optional Rule - Arcane Smite:

When you use Divine Smite, the extra damage is force damage. The damage increases by 1d8 if the target is an aberration or a creature that has the Spellcasting or Innate Spellcasting trait.

Afterimage (Level 7)

Beginning at 7th level, you can protect yourself and others from the deadly effects of uncontrolled magic. You and friendly creatures within 10 feet of you have resistance to damage from spells.

At 18th level, the range of this aura increases to 30 feet.

Focused Channel (Level 15)

Beginning at 15th level, your Channel Divinity options can be used to greater effect.

When you use your Spellbreaker against an enemy with a damage immunity, you may choose any one resistance or immunity to be suppressed.

When you use your Magic Resistance after failing a saving throw against a spell or magical effect, you succeed on the saving throw and are also immune to all effects of the spell.

Inexorable Spellsword (Level 20)

At 20th level, you gain the ability to unleash incredible arcane power. As an action, you can empower yourself until the end of your turn and for a number of additional rounds equal to your spellcasting modifier. You gain the following benefits:

  • If you use your action to cast a spell, you can make a single weapon attack as a bonus action.

  • When you cast a spell, any spell slot expended is regained when this ability expires.

  • You may cast one spell from the Wizard spell list of up to 7th level. The spell does not expend a spell slot and requires no somatic or verbal components.

Once you use this feature, you can't use it again until you finish a long rest.

Oath of Ancestors

Oath of Ancestors (Level 3)

The Oath of Ancestors is a commitment to those who came before you to carry their legacies into the future. Dwarven paladins who take this oath do so to honor the founders of their clan while elven paladins channel their grief for those who passed on. When communities abandon long held traditions, paladins who've sworn this oath remind them of the examples their honorable ancestors left behind. Sometimes called spectral knights, tomb guardians, or sin-eaters, paladins who swear this oath commune with their ancestors and pursue their ancestors' ideals in the material realm

Tenets of Ancestors

The exact tenets of Ancestors changes based on the ancestors being honored but all who swear the oath abide by these core principles.

Remember the Dead

Remember those who have gone before you and passed on. Carry their memory in your mind and let those memories guide you.

Respect the Dead

Show deference to the resting places of the dead and follow the wishes of the departed.

Honor the Dead

Honor the dead with your actions. Let your righteousness be a reminder to others of their virtue and strength.

Death is Peace

The undead are an affront to the serenity of true death. Show the undead the mercy of ushering them into the next world as quickly as possible.

Oath Spells

You gain oath spells at the paladin levels listed.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Ancestral Guidance

As a bonus action, you open your heart to the wisdom of your ancestors, using your Channel Divinity. Once within the next hour, you can heed the advice of your ancestors, adding a bonus to an ability check, attack roll, or saving throw. This bonus equals your Charisma modifier (minimum 1). You can choose to wait until after you roll the d20 to gain this benefit, but must decide before the DM says whether the roll succeeds or fails.

Peace with the Dead

As an action, you can call out to the undead and the dying and plead with your ancestors to bring them peace, using your Channel Divinity. Every creature with 0 hit points within 30 feet of you is automatically stabilized, and each undead that can see or hear you within 30 feet must make a Wisdom saving throw. If the creature fails its saving throw, it is pacified for 1 minute or until it takes damage.

While pacified, the undead can't take reactions and will only take its action to Help (if it has 3 or less Intelligence) or Dodge (if it has Intelligence 4 or more). While pacified, the undead see you as a friend and will seek to interpose themselves between your foes and you or, in the case of the less intelligent undead, spend their turn aiding you in whatever way they can. If an undead who would normally attempt to take the Help action cannot reach you or one of your enemies to do so, it instead takes the Dodge action.

Aura of Quietus (Level 7)

Starting at 7th level, you project an aura of finality. You know the current hit points of all creatures within 10 feet of you. Additionally, you and friendly creatures within this range have resistance to necrotic damage

At 18th level, the range of this aura increases to 30 feet.

Peaceful Passage (Level 15)

At 15th level, when a creature within your Aura of Quietus is reduced to 0 hit points, you can use your reaction to usher its spirit into the next world. That creature cannot be raised as undead. Additionally, choose a creature within the aura and roll a d10. Add your Charisma modifier to the result, and the chosen creature regains that many hit points.

Ghostwalker (Level 20)

At 20th level you can spend your action to call your ancestors to manifest in your presence. When you do, the spirits of you and your allies' ancestors heed the call, appearing around you and joining you in battle. For the next minute you gain the following benefits:

  • Your flesh turns to spirit. You gain resistance to bludgeoning, piercing, and slashing damage, and can move through objects and creatures. If you end your movement inside an object or creature, you take 1d8 force damage and are pushed to the nearest unoccupied space.

  • Enemy creatures within 30 feet of you count all terrain as difficult terrain, as spectres clutch at them from the beyond.

  • You deal an additional 1d6 necrotic damage when you deal damage to the enemy with the fewest remaining hit points within 30 feet of you.

Once you use this feature you can't use it again until you complete a long rest'24.

Oath of Arcana

Oath of Arcana (Level 3)

The Oath of Arcana is as ancient as magic itself, though rare to hell found. The few paladins who swear this oath are sometimes referred to as Battlemages, Magic Knights, or Esotericists. These paladins believe that while magic is a powerful and helpful tool, it can also be used for dangerous reasons, and thus these warriors uphold the belief that a balance must be kept in order to maintain order. Some follow gods such as Mystra, while others train and study with wizards to better learn the ways of the arcane arts. Their armor is often adorned with arcane sigils and symbols, and some who adhere to this oath adopt the symbols of wizards.

Tenets of Arcana

The tenets of the Oath of Arcana emphasize the understanding of magic, as well as the seeking out of those who would abuse its power.

Understanding. Strive to learn as much as possible about magic, so as to have an understanding of its many forms.

Wielding. Train and practice to perfect the art of wielding magic for yourself, to attune yourself to its power and to know its limits.

Seeking. You have a duty to find those who would abuse the power of magic, and would cause chaos with its capabilities.

Balance. Above all, remember that magic, like many forces in the universe, has a balance, and it is through this balance that order and peace can thrive.

Oath of Arcana Spells

You gain oath spells at the paladin levels listed.

Channel Divinity

Starting at 3rd level, you gain the following two Channel Divinity options.

Channel Divinity: Student of Esoterics. You can use your Channel Divinity to augment your knowledge of the arcane with magic. As a bonus action, you grant yourself a +5 bonus to Intelligence (Arcana) checks for the next 10 minutes.

Channel Divinity: Magical Bulwark. You can use your Channel Divinity to protect you against magic. When you take damage from a spell or other magical effect from a creature within 15 feet of you, you can use your reaction to halve the damage. Streams of ethereal magic then arcs out from your body, and the creature who damaged your takes force damage equal to 2d10 + your paladin level.

Aura of Resilience (Level 7)

Beginning at 7th level, magic flows so powerfully through you that it forms a unique aura around you. You and friendly creatures within 10 feet of you have advantage on saving throws against spells.

At 18th level, the range of this aura increases to 30 feet.

Mana Regeneration (Level 15)

At 15th level, you gain the ability to draw power from the Weave, replenishing your magical power. You regain either two 1st level spell slots or one 2nd level spell slot if you end your turn in combat with no spell slots remaining and you aren't incapacitated.

You can use this feature twice. You regain all expended uses of it when you finish a short or long rest.

Esoteric Champion (Level 20)

At 20th level, you can assume the form of a magical being, taking on an appearance you choose. For example, your skin and eyes might emit ethereal streams of magic, or you might have small orbs of magical energy float harmlessly around you.

Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:

  • You gain resistance to three of the following damage type: acid, cold, fire, force, lightning, and thunder.

  • When you cast a spell that has a casting time of 1 action, you can cast that spell without expending a spell slot or material components. You can use this feature three times while in this form.

  • When you hit a creature with a weapon or spell attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.

Once you use this feature, you can't use it again until you finish a long rest.

Oath of Ash

Oath of Ash (Level 3)

Paladins who vow the Oath of Ash seek to preserve the longevity of civilization, dedicating every resource at their disposal to securing future prosperity. Paladins sworn to this oath believe that progress is not automatic nor inevitable, but a journey where each step demands sacrifice, struggle, and suffering. To them, only those with unbreakable focus and determination can wield the brilliant torch of progress. These paladins achieve this by cauterizing the detrimental aspects of civilization with their calamitous power, purging it of its imperfections. The salvation they seek is the knowledge that their labors will help bring about a new dawn for civilization.

Tenets of Ash

The tenets of the Oath of Ash represent the core principles of a philosophy intended to keep civilization in check. Paladins who take this oath tend to view the lives of others as a means to an end, subscribing to these rules as guidelines for growth.

Don't fear the Light

Fan the flames of progress that separate man from beast. Without the radiance of innovation, the halls of progress cannot be navigated.

Fire shows no mercy

Know that sacrifice is a natural part of the cycle and cannot be avoided. Don't let your emotions cloud your judgment. If the greater good can only be achieved by feeding the flames the fuel of life, so be it.

From Ashes come Life

The most fertile lands were built by the fires of volcanoes. At times, destruction is necessary to spark the birth of life anew. Don't hesitate to become its actor.

Oath Spells

You gain oath spells at the paladin levels listed.

Channel Divinity: Pyroclastic Tide

You can use your Channel Divinity to erupt into a roaring flood of magma and ash, becoming an unstoppable force of nature. As an action, you can assume a pyroclastic form for the rest of your turn. While in this form, you ignore all difficult terrain, can enter and occupy the space of another creature, and are under the effect of the dash and disengage actions. You can also pass through small holes, narrow openings, and even mere cracks. When you move, you create 5-foot squares of difficult terrain under you and any creature in your path must make a Dexterity saving throw. If it fails, it is shoved and takes a number of d6 equal to your proficiency bonus in fire damage on a failed save, or half as much damage on a successful one. You ignore difficult terrain created by this effect. Any creature killed by this feature becomes a statuesque cast of ashy, white stone, frozen in place with lifelike detail.

Channel Divinity: Igneous Coliseum

As an action, you can use your Channel Divinity to summon a ring of pyroclastic material, creating a grandiose battle arena. You conjure a solid wall of volcanic rock in a ring with a radius of 30 feet centered on a point within 10 feet of you. This wall is 1 foot thick and 30 feet high, and lasts for 1 minute. Any hostile creature to you that starts its turn within the ring or enters it for the first time on its turn must make a Dexterity saving throw. If it fails, it takes a number of d6 equal to your proficiency bonus in fire damage and is restrained for the duration of the effect. On a successful save, it takes half as much damage and isn't restrained. The wall is immune to all damage and cannot be dispelled. When the wall appears, all creatures within its area are pushed to one side of the wall (your choice).

Aura of the Epicenter (Level 7)

Starting at 7th level, you can use your action to emit a seismic aura that lasts for 1 minute or until you dismiss it using another action. You and friendly creatures within 10 feet of you gain tremorsense out to a range of 10 feet and a bonus to attack and damage rolls made with melee weapons equal to your Charisma modifier (minimum of +1). At 18th level, the range of this aura increases to 30 feet. Additionally, whenever an enemy within your aura deals damage to you, it takes fire damage equal to your Charisma modifier.

Mantle Crusher (Level 15)

Starting at 15th level, you become an implacable force of nature, able to shatter the resolve and bodies of those who stand against you. When you hit a creature with a melee weapon attack, you can attempt to shatter their form. The creature must make a Constitution saving throw. On a failed save, it takes 2d10 bludgeoning damage, and its speed is reduced to 0 until the end of its next turn. On a successful save, it takes half as much damage and suffers no additional effects.

Tectonic Savant (Level 20)

At 20th level, you have become a living embodiment of the earth's unyielding power. As an action, you can gain the following benefits for 1 hour:

  • You gain resistance to all damage.

  • You gain a burrowing speed of 60 feet, and can move through solid rock as if it were loose dirt. You can also move through magma without taking damage from it.

  • You can use your action to cause an eruption of molten stone in a 60-foot radius centered on you. Each creature of your choice within the area must make a Dexterity saving throw, taking 10d6 fire damage and 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, the ground in this area becomes difficult terrain for 1 minute.

Once you use this feature, you can't use it again until you finish a long rest.

Oath of Avarice

Oath of Avarice (Level 3)

The tenets of the Oath of Avarice are often sworn only to oneself, born of greed, desire, and greater goals.

Take and Keep

The more you have, the more you can do. Take what you need and give nothing back without greater gain.

Spend and Deliver

Everything has a price. Seek wealth so that you can pay it in coin, rather than your own blood.

Blood and Soul

There are currencies intangible that must be obtained or protected, for wealth is worthless otherwise.

Wealth and Unity

All the money in the world does nothing if you cannot spend it. Join with others and invest in their efforts, so that you may reap the rewards.

Oath Spells

You gain oath spells at the paladin levels listed.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

  • Golden Suit
  • Hired Help

Aura of Investment (Level 7)

Starting at 7th level, you are surrounded by a 10-foot aura of mutual benefit. Whenever you or a friendly creature gain temporary hit points while within the aura, all other friendly creatures within the aura (including you) gain an equal amount of temporary hit points that last for the same duration. This effect cannot cause a creature to gain more than twice your Charisma modifier in temporary hit points at once.

At 18th level, the range of this aura increases to 30 feet.

Rate of Exchange (Level 15)

Starting at 15th level, once per turn when you hit a creature with an unarmed strike, you can attempt to steal an object or weapon from the target. The target must succeed on a Strength saving throw against your paladin spell save DC or lose the chosen item. If you lack a free hand to steal the item, the attempt automatically fails.

Hidden Agenda (Level 20)

At 20th level, you reveal your true desires to the world and call upon the debts that you are owed. You are empowered as the life force of dozens of debtors is drawn into you. For 1 minute, you gain the following benefits.

  • You gain 20 temporary hit points at the start of each of your turns that last for the duration of this feature.

  • Whenever you steal a weapon using your Rate of Exchange feature, you can immediately make a weapon attack using it. This does not require an action.

  • When you hit a creature with a melee weapon attack, you can choose to unleash a blast of golden light. The target must make a Wisdom saving throw against your paladin spell save DC. If they fail, they are blinded until the end of your next turn.

Once you use this feature, you can't do so again until you finish a long rest.

Oath of Beauty

Oath of Beauty (Level 3)

Paladins who swear the Oath of Beauty hold themselves to a lofty standard of excellence, strive to be gleaming beacons of beauty. Some use the power of their graceful visage to inspire the downtrodden. Others become obsessed with their elegant appearance, and use the power of their Oath to manipulate, deceive, and intimidate those they see as beneath them.

Tenets of Beauty

Whether sworn for altruistic reasons or selfish desires, all who swear this Oath share the following tenets:

  • Elegance

    You are to hold yourself to the highest of societal standards and expectations. Reputation can open many doors that remain closed to those of ill repute.

  • Grace

    You are a cut above the poor and working class, and you must exemplify that quiet dignity in your combat techniques, leisurely pursuits, and all your public actions.

  • Perfection

    Those who swear this Oath should strive always to improve themselves in all areas of their life: not only skill in combat, but also appearance and reputation.

Oath Spells

Channel Divinity: Otherworldly Elegance

As an action, you touch your holy symbol, and divinely enhance your beauty. For the next hour, whenever you make a Deception, Intimidation, or Persuasion check, you can treat a roll of 9 or lower on the d20 as a 10.

Channel Divinity: Quell the Defiler

As a reaction, when a creature you can see within 30 feet attacks you, you can force the attacker to make a Wisdom saving throw. On a failed save, their attack misses, and they are charmed by you until the end of your next turn. The charm ends early if you attack the creature.

Aura of Elegance (Level 7)

Your elegant visage bend others to your whims. Beginning at 7th level, you gain the following effects within 10 feet of you:

  • Creatures within range have disadvantage on saving throws to resist your enchantment and illusion spells.

  • You have advantage on any Deception, Intimidation, or Persuasion checks that targets creatures within range.

At 18th level these features effect creatures within 30 feet.

Imposing Glance (Level 15)

Your beauty has become terrible for your enemies to behold. Starting at 15th level, when you are hit by an attack, you can use your reaction to reveal your divine beauty and gain a bonus to your Armor Class equal to your Charisma modifier (minimum of +1), until the the start of your next turn.

You can use this reaction a number of times equal to your Charisma modifier (a minimum of once), and you regain all expended uses when you finish a long rest.

Paragon of Beauty (Level 20)

At 20th level, you can use an action on your turn to reveal the fullness of divine beauty that dwells within your mortal form. For the next minute, you gain the benefits listed below:

  • You are immune to the charmed condition.

  • When you hit a creature with a weapon attack you deal additional damage equal to your Charisma modifier.

  • You can cast charm person as a 1st-level spell as a bonus action on each turn, without expending a spell slot.

Once you use this feature, you must finish a long rest before you can use it again, unless you spend a spell slot of 5th-level or higher to use it an additional time.

Oath of Beauty

Oath of Beauty (Level 3)

Paladins who swear the Oath of Beauty hold themselves to a lofty standard of excellence, strive to be gleaming beacons of beauty. Some use the power of their graceful visage to inspire the downtrodden. Others become obsessed with their elegant appearance, and use the power of their Oath to manipulate, deceive, and intimidate those they see as beneath them.

Tenets of Beauty

Whether sworn for altruistic reasons or selfish desires, all who swear this Oath share the following tenets:

Elegance

You are to hold yourself to the highest of societal standards and expectations. Reputation can open many doors that remain closed to those of ill repute.

Grace

You are a cut above the poor and working class, and you must exemplify that quiet dignity in your combat techniques, leisurely pursuits, and all your public actions.

Perfection

Those who swear this Oath should strive always to improve themselves in all areas of their life: not only skill in combat, but also appearance and reputation.

Channel Divinity

At 3rd level, you gain the following Channel Divinity options:

Otherworldly Elegance

As an action, you touch your holy symbol, and divinely enhance your beauty. For the next hour, whenever you make a Deception, Intimidation, or Persuasion check, you can treat a roll of 9 or lower on the d20 as a 10.

Quell the Defiler

As a reaction, when a creature you can see within 30 feet attacks you, you can force the attacker to make a Wisdom saving throw. On a failed save, their attack misses, and they are charmed by you until the end of your next turn. The charm ends early if you attack the creature.

Oath Spells

You gain oath spells at the paladin levels listed.

Aura of Elegance (Level 7)

Your elegant visage bend others to your whims. Beginning at 7th level, you gain the following effects within 10 feet of you:

  • Creatures within range have disadvantage on saving throws to resist your enchantment and illusion spells.

  • You have advantage on any Deception, Intimidation, or Persuasion checks that targets creatures within range.

At 18th level these features effect creatures within 30 feet.

Imposing Glance (Level 15)

Your beauty has become terrible for your enemies to behold. Starting at 15th level, when you are hit by an attack, you can use your reaction to reveal your divine beauty and gain a bonus to your Armor Class equal to your Charisma modifier (minimum of +1), until the the start of your next turn.

You can use this reaction a number of times equal to your Charisma modifier (a minimum of once), and you regain all expended uses when you finish a long rest.

Paragon of Beauty (Level 20)

At 20th level, you can use an action on your turn to reveal the fullness of divine beauty that dwells within your mortal form. For the next minute, you gain the benefits listed below:

  • You are immune to the charmed condition.

  • When you hit a creature with a weapon attack you deal additional damage equal to your Charisma modifier.

  • You can cast charm person as a 1st-level spell as a bonus action on each turn, without expending a spell slot.

Once you use this feature, you must finish a long rest before you can use it again, unless you spend a spell slot of 5th-level or higher to use it an additional time.

Oath of Brotherhood

Oath of Brotherhood (Level 3)

Every Paladin answers a call, but while some are driven by their oath to a particular god or pantheon, the Brotherhood are initiated into the secrets and mysteries of the source of Knowledge and Magic. These arcane protectors ensure that magic is used safely and prudently; some of them seek out and correct those who are reckless with their power. Some are dedicated guardians at universities and mages' guilds, others are loyal bodyguards of travelling wizards. Some are seekers of ancient magical relics. Whatever their calling, all know the power of arcane magic and that such power is dangerous.

Tenets of the Oath of Brotherhood

Sometimes called the "Bro Code" by common folk – are as old as civilization. This oath emphasizes the principles of camaraderie and spirited competition for the betterment of all involved.

Always stand by your Bro

So long as your bro upholds the tenets of this oath, stand by them in victory and defeat, for in victory there is glory, and in defeat there is a good laugh and story to be shared later.

Respect your Bro

Be there for your bro, even when your bro isn't there for himself. Never let your bro sacrifice dignity, and always enable your bro to be his best self.

Call out a Bro

Sometimes a bro may stray from their duties. It is the responsibility of a bro to ensure that they get back on the right path and remain true to themselves, because they would do the same for you.

Support your Bro

Sometimes the best thing you can do for your bro is to lend an ear and offer a kind word. All emotions, whether positive or negative, have a healthy outlet.

Oath Spells

You gain oath spells at the paladin levels listed.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Call to Arms

You can use your Channel Divinity to imbue an ally with renewed vigor and confidence. As an action, you can compel a willing ally that you can see within 30 feet of you to use their reaction to immediately make a melee attack.

Share the Burden

If an ally that you can see within 60 feet is the target of a melee or ranged attack, you can use your reaction to teleport to your ally's space and cause your willing ally to teleport into your space. You then become the target of that attack and reduce any damage taken as a result of that attack by half.

Aura of Fraternity (Level 7)

By 7th level, your presence becomes a force of unyielding brotherhood. When a friendly creature other than you within 10 feet takes damage, you can use your reaction to magically reduce that damage by half. That creature can then use its reaction to move up to half its movement speed without provoking an attack of opportunity.

At 18th level, the range of this aura increases to 30 feet.

Mark of Brotherhood (Level 15)

Starting at level 15, you can use a bonus action to mark a friendly creature within 60 feet of you for up to 1 minute. Whenever that creature takes damage, the attacker takes psychic damage equal to your charisma modifier (minimum of 1) if you're not incapacitated and can see the hostile creature.

Only 1 creature can be under this effect at any time. You can use this ability an amount of times equal to your charisma modifier (minimum of 1). You regain expended uses when you finish a long rest.

True Wingman (Level 20)

At 20th level, you gain the ability to transform yourself into the embodiment of brotherhood. Using an action, you undergo a transformation. For 1 hour, you gain the following benefits:

  • Wings sprout from your back and grant you a flying speed of 60 feet.

  • You emanate an aura of solidarity with a radius of 30 feet. When an ally starts their turn in this aura, they regain HP equal to your charisma modifier (minimum of 1) if they are not incapacitated.

  • After you attack a target on your turn, all allies within 30 feet of you may immediately use a reaction to attack a target within range.

Once you use this feature, you can't use it again until you finish a long rest.

Oath of Castigation

Oath of Castigation (Level 3)

Seek Out and Burn Wickedness to Ash

Evil and wickedness are widespread and long-lived, but not infinite. Paladins who swear the Oath of Castigation root evil out to burn it away utterly, giving light to all that is innocent and good. Whether bound by the laws of mortals, their deity, or their own personal code, they relentlessly hunt down evil where it thrives. Paladins of this oath know evil cannot hide in any festering place once it burns.

The Wicked Nemeses table offers examples of malefactors, villains, and other evil beings that you have rooted out and purged in the past, or perhaps one you're still hunting. Facing these nemeses may have put you on the path of purging wickedness wherever it lurks.

Wicked Nemeses
d12Nemesis

1

A rotting vampire noble who spreads a deadly plague through the command of countless vermin

2

A brutal contract killer who sells their services to various cults and shadowy organizations

3

A charismatic cult leader who lords over a remote island, making seasonal sacrifices of mortals to ensure a bountiful harvest each year

4

An immensely intelligent flesh golem that killed its creator to pursue its own sinister work with strange science and gruesome experiments

5

A bitterly envious hag of the woods who corrupts the youth of small villages and manipulates them to commit horrific atrocities

6

A proud and vain heretic who gathers zealous followers after a bloody schism to initiate a brutal crusade in the name of their twisted beliefs

7

A once-renowned hunter now cursed with lycanthropy who has gone on bloody rampages

8

A relentless necromancer who scours ancient ruins for forbidden magic to free their otherworldly master from an eldritch prison

9

A strange amphibious creature that emerges from the depths to kidnap innocents and drag them below the water's surface for unknown purposes

10

A brilliant doctor who has perfected a serum that transforms them into a hulking brute to commit a string of murders throughout a city

11

A bloodthirsty revenant who was once a dark knight and now musters other Undead riders to bring about death and decay

12

A tortured artist bearing a mask of comedy and tragedy who strives for their masterpiece through the mutilation of their victims' corpses

Channel Divinity

You gain the following Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Castigate

As an action, you can use your Channel Divinity to clap those you would bring to justice in fiery shackles. Choose a number of creatures up to your Charisma modifier (minimum of 1 creature) you can see within 30 feet of yourself. Each creature must succeed on a Strength saving throw or be wrapped in fiery shackles and have its speed reduced to 0 for 1 minute. As a bonus action, you can cause the shackles to flare. Each creature bound by the shackles takes 2d6 fire damage. A shackled creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.

Incite

As an action, you can use your Channel Divinity to better seek out wickedness and corruption. For the next 10 minutes, you have advantage on Intelligence (Investigation) and Wisdom (Insight) checks.

During that time, you can take a bonus action to choose a creature you can see within 10 feet of you. The target must succeed on a Charisma saving throw or be frightened for 1 minute. While the target is frightened in this way, it can't speak a deliberate lie. The condition ends early if the target takes damage or if you use this bonus action again.

Oath of Castigation Spells

You gain oath spells at the paladin levels listed in the Oath of Castigation Spells table. See the Sacred Oath class feature for how oath spells work.

Kindling Aura (Level 7)

You and your allies within your Aura of Protection ignore creatures' resistance to fire and radiant damage, and when an affected creature hits with a weapon attack, it can deal fire damage instead of the weapon's normal damage type.

In addition, you and affected creatures in the aura can add your Charisma modifier (minimum of +1) to Intelligence (Investigation) and Wisdom (Insight) checks.

Fervent Inquisitor (Level 15)

Whenever a creature damages you or one of your allies within 30 feet of you that you can see, you can use your reaction to gain advantage on your next attack roll against the creature that dealt the damage. Additionally, whenever you deal fire or radiant damage to a creature with half its hit points or fewer, you become aware of any lies the creature has willingly and knowingly spoken to you in the past 24 hours.

Fire and Brimstone (Level 20)

As a bonus action, you embody cleansing flame and gain the benefits below for 10 minutes or until you end them (no action required). Once you use this feature, you can't use it again until you finish a long rest. You can also restore your use of it by expending a 5th-level spell slot (no action required).

  • You gain immunity to fire damage.

  • Lashes of divine flame increase your reach by 10 feet, and your melee attacks ignore half and three-quarters cover.

  • When you hit a creature with an opportunity attack, or when a hostile creature ends its turn within your reach, it must succeed on a Charisma saving throw or be knocked prone and have its speed reduced to 0 until the start of its next turn.

Oath of Cinders

Oath of Cinders (Level 3)

The Oath of Cinders is the previous version of the Oath of Fervor. I chose to reflavor and rename this paladin oath, as it didn't feel like a well-flavored oath that someone would take, and was more like a bundle of fire-themed mechanics.

The Oath of Cinders was first taken in an age long past, not long after the time man first harnessed the power of fire. The paladins that take this oath are sometimes called pyre knights, red knights, or ashen knights, as their oath grants them command over the element of fire. They are known for their limitless bravery and unwillingness to back down from a losing fight, as they attempt to keep the flame of hope alive no matter the circumstances. Many paladins that take this oath are revolutionaries, fighting against tyranny and protecting the oppressed.

Tenets of Cinders

The tenets of the Oath of Cinders inspire a paladin to always take action and never back down in the face of evil.

Fan the Flames

A flame left unattended will surely go out. By leading through example and never backing down, you can keep your ideals and hopes alive.

Rekindle the Flame

A flame that once burned can burn again. When hope starts to dwindle, be the one that reignites it.

Be the First Spark

A powerful flame can be born from a single spark. In the face of evil and tyranny, be the first to rise against it and bring change.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Cinders Spells

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Channel Divinity: Branding Blade

As a bonus action, you transform a melee weapon you're holding into a flaming weapon, using your Channel Divinity. For 1 minute, the weapon's damage type becomes fire, and it emits bright light in a 10-foot radius and dim light 10 feet beyond that. Also, the fire damage dealt by this weapon ignores fire resistance if its target is a fiend or undead. Whenever you hit a creature with this weapon, that creature becomes branded until the end of your next turn. If a branded creature attacks a creature other than you, the brand flares, dealing 1d8 fire damage to it. Also, if the branded target is a fiend or undead, its speed is halved and it can't take reactions for as long as the brand lasts.

Channel Divinity: From the Embers

When a creature within 30 feet of you dies, you can use your reaction and your Channel Divinity to cause its body to burn away into ash. When you do so, some of the burnt embers fly back to you and imbue you with power. For 1 minute, you have resistance to fire damage and gain temporary hit points equal to your Charisma modifier at the start of each of your turns.

Starting at 7th level, you instead gain immunity to fire damage for the duration.

Aura of Flames (Level 7)

Beginning at 7th level, you can choose to emit an aura of flames while you're not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover. Friendly creatures within the aura gain resistance to fire damage.

Flames flit along the edge of this aura, punishing enemies that attempt to leave it. Whenever a hostile creature willingly leaves the aura, it takes fire damage equal to your paladin level.

You can activate and deactivate this aura as a bonus action.

Starting at 18th level, you can also use your bonus action to increase this aura's range to 30 feet, or reduce it back to 10 feet.

Soul of Ash and Flame (Level 15)

At 15th level, both of your Channel Divinity options are improved. When you use Branding Blade, the damage of the brand is increased to 1d12, and when you use From the Embers, the number of temporary hit points you gain each turn is increased by 5. Also, while either Channel Divinity is active your Lay on Hands feature gains a range of 30 feet.

Lord of Cinder (Level 20)

At 20th level, you can take the form of an elemental knight of primordial fire. Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:

  • Hostile creatures within 10 feet of you that have resistance to fire damage lose that resistance. Creatures within the area that have immunity to fire damage lose that immunity and instead take half damage from fire damage.

  • Once during the duration, you can use one of your Channel Divinity options without needing to spend a use of your Channel Divinity. This does not allow you to combine the effects of the same Channel Divinity if its used multiple times.

  • When you use your Divine Smite, it deals fire damage to its target, rather than radiant damage. Also, each creature of your choice within 5 feet of the target, other than the target, must succeed on a Dexterity saving throw against your paladin spell save DC or take fire damage equal to the damage dealt by your smite (not including any bonus damage dealt from a critical strike or vulnerability, or other damage increasing effects).

Once you use this feature, you can't use it again until you finish a long rest.

Oath of Cleansing

Oath of Cleansing (Level 3)

Paladins who swear this oath dedicate their lives to purify themselves, others, and places from malign influences. They are paragons of cleanliness, both in their dwellings, places of worship, private quarters, and persons. These paladins are often found engaged in rooting out malevolent forces, whether they be diseases or poisons. They are commonly found in places of healing, sometimes accompanying armies as medics, and rarely on personal quests to cleanse places or people from harm.

Tenets of Cleansing

The tenets of the Oath of Cleansing offer a framework for paladins of this order to keep all aspects of their lives and those of others pristine and devoid of harmful effects.

Cleanse the domain. Your surroundings reflect upon your person. Keep them spotless so that you may benefit from their immaculate nature and the purity they provide.

Cleanse the body. Your body is the shrine of your being. A healthy body is the first step to a healthy mind and soul.

Cleanse the mind. Keep your mind sharp and without filthy thoughts. Avoid substances that cloud your intellect and strive to keep it sharp.

Cleanse the soul. The soul is divine and must be protected from external influences. By righteous actions, you can fortify it and keep it unsullied.

Oath Spells

Starting at 3rd level, You gain oath spells at the paladin levels listed.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

  • Hallow. You can use your Channel Divinity to infuse an area as sacred ground. As an action, you present your holy symbol and speak a prayer. The effect functions as a hallow spell with a radius of up to 30 feet and lasts for 1 minute. When you use this feature, you can only choose the Courage or Energy Protection features of the spell.

  • Cleansing Lay on Hands. You can use your Channel Divinity to empower your Lay on Hands ability. By extending one use of your Channel Divinity, you can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands without expending hit points separately for each affliction. This use of your Lay on Hands also functions against negative influences that include being charmed, cursed, or frightened.

Exorcist (Level 7)

Starting at 7th level, you can exorcise evil spirits from others. As an action, you can end possession on a creature, forcing the possessing spirit out of the target with a touch. You can use this feature a number of times equal to your Charisma modifier (a minimum of once), and you regain all expended uses when you finish a long rest.

Purify (Level 15)

Starting at 15th level, you can remove any negative condition from yourself or a willing creature you touch as an action. This ability also includes madness, petrification, and polymorph effects in addition to diseases and poisons, as well as being charmed, cursed, frightened. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Greater Purify (Level 20)

At 20th level, your faith gives you and your allies immunity to all negative influences that you can cleanse in your surroundings. As an action, you can remove all effects listed under your Purify ability from yourself and friendly creatures within 30 feet of you.

Oath of Compassion

Oath of Compassion (Level 3)

Paladins swearing the oath of compassion believe that every foe can be made into a friend and that all friends are worth fighting for. Although this philosophy might seem at odds with their martial training, these paladins are not hopeless idealists. When the vulnerable are threatened, they act as a shield first and a sword second. If they can't parley an enemy out of violence, they'll seek to minimize and repair any damage caused by all involved parties.

Tenets of Compassion

Paladins who swear the Oath of Compassion pledge to open their hearts to enemies as easily as to friends. These paladins are not guided by naivety but an unflinching belief that every life matters.

Hospitality

Strangers are your friends. The homeless must be given shelter from the storm, under your own roof if need be.

Honor

Treat others with fairness, and lead by example. Do as much good as possible while causing the least amount of harm.

Protection

Repay violence with swift violence, so that the fewest may be hurt.

Redemption

Redemption is possible for all individuals. Foster and assist them in their journey.

Oath Spells

You gain oath spells at the paladin levels listed.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Flood of Compassion

As an action, you can use your Channel Divinity to send out a flood of healing energy. When you do, choose a number of creatures other than you that you can see within 30 feet up to your Charisma modifier (minimum 1). Chosen creatures regain half your paladin level in hit points. Additionally, you can expend hit points from your Lay on Hands pool and select one of the chosen creatures to restore additional hit points to it or to cure poisons and diseases affecting it.

Inspiring Protector

When you reduce a creature to 0 hit points with an attack or spell, you can use your Channel Divinity to bolster the next attack of a friendly creature within 30 feet of you. The next time the target makes an attack in the next minute, it gains a bonus to the attack and damage rolls of the attack equal to your Charisma modifier + your proficiency bonus.

Aura of Compassion (Level 7)

Starting at 7th level, you and friendly creatures within 10 feet are immune to being poisoned and automatically stabilize when at 0 hit points while you are conscious.

At 18th level, the range of this aura increases to 30 feet.

Greater Healing (Level 15)

By 15th level, your healing abilities have become incredibly potent. When you would roll one or more dice to restore hit points to a creature with a spell, you can choose to instead use the highest number possible for a number of those dice up to your Charisma modifier (minimum 1).

Emissary of Protection (Level 20)

At 20th level, the number of hit points in your Lay on Hands pool increases to your paladin level x 10.

In addition, you have a special reaction, in addition to your normal reaction, that you can use to shield your allies from harm. When a creature you can see or hear takes damage, you can use your special reaction and spend any number of hit points from your Lay on Hands pool to reduce the damage taken by the same amount. Once you use this special reaction, you can't use it again until the start of your next turn.

Oath of Conformity

Oath of Conformity (Level 3)

Oaths of loyalty sworn in the name of divine authority bind the promisor by honor and contract to the whims of another. Through such oaths, these charismatic figures amass followers by the dozens to form sects independent of any authority beyond their own, with followers fanatically devoted to their leader.

Paladins of the Oath of Conformity often rule such cults of personality. Their holy presence, fanatical zeal, or hypnotic charisma can transform even the most ardent skeptics into zealous believers. Worshipped by an entourage of fanatics, these paladins find themselves at the center of cults and revolutions that acknowledge no authority but their leader's.

Tenets of Conformity (Level 3)

The tenets of the Oath of Conformity call a paladin spread their message to the masses, and invite every potential initiate to experience the blessing of their presence.

One Body

Individuality creates differences that push members of the Collective apart. To promote unity, you should force others to express themselves as you see fit.

One Mind

There can be no doubt in your Collective. Encourage forthrightness and honesty to assuage followers' doubts—or force them into compliance.

Together, We Are Whole

Fear and flesh are limitations. Bring others together as one, united and subdued by faith.

We are Inevitable

Act decisively. Any who refuse your message should be eliminated. Let the tide of your Collective's combined will wash over any who stand in your path.

Oath Spells (Level 3)

You gain oath spells at the paladin levels listed in the Oath of Conformity spells table. See the Sacred Oath class feature for how oath spells work.

The Collective (Level 3)

Many of your oath features require members of your Collective. When a creature swears an oath of loyalty to you, you bring it into your Collective and bind it to your will.

A creature in your collective is not charmed and it remains free to act as it sees fit. However, it regards you as a mighty being whose beliefs are of great importance. It also has disadvantage on attack rolls against you, and on Wisdom checks and saving throws made to oppose you. You have advantage on all Charisma checks against it.

It is difficult, but not impossible, to break free of your Collective. When a creature that wishes to leave your Collective finishes a long rest, it can make a Charisma saving throw against your paladin spell save DC. If it succeeds on three consecutive saving throws, it breaks free of your Collective. You do not know if and when a creature makes saving throws or breaks free of your will.

For the purposes of your subclass features, creatures that are friendly to you or charmed by you are also considered members of your Collective.

Channel Divinity (Level 3)

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Soul Anchor

As an action, you can use your Channel Divinity to begin a sermon that shares your message and attempts to bring others into the fold. Each creature of your choice within 10 feet of you that can hear you must make a Charisma saving throw against your paladin save DC. On a failure, a target can only move if it ends its movement closer to you than it started. A target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target fails its saving throw three times, it becomes a member of your Collective.

Join or Die

When a target makes a saving throw against one of your paladin spells, you can expend a use of your Channel Divinity to declare it an enemy of your Collective. Any member of your Collective that can see the target and hear you when you take this has advantage on attack rolls against the target until the end of your next turn.

Aura of Unity (Level 7)

Starting at 7th level, you inspire others to new and greater heights. If you aren't incapacitated, you and other creatures of your choice can add your Charisma modifier to ability checks while within 10 feet of you, and you can all communicate telepathically even if you don't share a language.

At 18th level, the range of this aura increases to 30 feet.

Watchful Entourage (Level 15)

Beginning at 15th level, so long you have at least two members of your Collective within your Aura of Unity, you gain the following benefits:

  • A +5 bonus to your passive Perception

  • Advantage on Charisma (Persuasion) checks

  • Half cover

  • Immunity to magical scrying sensors

  • Immunity to being surprised

Hivemind (Level 20)

At 20th level, you gain the ability to become one with your Collective. As an action, you can magically disperse yourself amongst a number of creatures equal to your Charisma modifier that belong to your Collective and are on the same plane of existence as you are. Each creature gains 100 temporary hit points.

For the next minute, until all of the chosen creatures lose temporary hit points, or you choose to end the transformation as an action, your capabilities change:

  • You can't be targeted by any attack, spell, or other effect.

  • You can't take the Attack, Dash, Dodge, Disengage, Hide, or Use An Item actions.

  • You can't use the free object interaction you receive as part of your turn.

  • You can't be surprised.

  • You can take the Help action as a bonus action, targeting one of the creatures you grant temporary hit points to.

  • You can take the Search action as a bonus action, using either your own senses or the senses of one of the creatures with temporary hit points.

  • You can speak and cast spells from each of the creatures with these temporary hit points, using its senses and requiring no somatic components. The creatures are your spellcasting focus for this spell, and you can only cast a spell with a material component with a gold piece cost or that is consumed if one of the creatures is wearing or carrying that component.

  • You can use your action to direct one of the creatures with temporary hit points to move and take actions as it would on its own turn, granting it a second turn in that round of combat.

  • When one of the creatures with temporary hit points hits with an attack, you can use your Divine Smite on that attack.

Any creature with these temporary hit points emanates your Auras of Unity, Courage, and Protection, gaining its benefits and granting them to all other members of the Collective within 30 feet of it. You are within all of these auras.

When the transformation ends, you reappear in an unoccupied space within 5 feet of any of the creatures you chose, whether or not it retains any of the temporary hit points you granted it.

Oath of Conquest

Oath of Conquest (Level 3)

The Oath of Conquest calls to paladins who seek glory in battle and the subjugation of their enemies. It isn't enough for these paladins to establish order. They must crush the forces of chaos. Sometimes called knight tyrants or iron mongers, those who swear this oath gather into grim orders that serve gods or philosophies of war and well-ordered might.

Some of these paladins go so far as to consort with the powers of the Nine Hells, valuing the rule of law over the balm of mercy. The archdevil Bel, warlord of Avernus, counts many of these paladins—called hell knights—as his most ardent supporters. Hell knights cover their armor with trophies taken from fallen enemies, a grim warning to any who dare oppose them and the decrees of their lords. These knights are often most fiercely resisted by other paladins of this oath, who believe that the hell knights have wandered too far into darkness.

Tenets of Conquest

A paladin who takes this oath has the tenets of conquest seared on the upper arm.

Douse the Flame of Hope

It is not enough to merely defeat an enemy in battle. Your victory must be so overwhelming that your enemies' will to fight is shattered forever. A blade can end a life. Fear can end an empire.

Rule with an Iron Fist

Once you have conquered, tolerate no dissent. Your word is law. Those who obey it shall be favored. Those who defy it shall be punished as an example to all who might follow.

Strength Above All

You shall rule until a stronger one arises. Then you must grow mightier and meet the challenge, or fall to your own ruin.

Oath Spells

You gain oath spells at the paladin levels listed.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Conquering Presence

You can use your Channel Divinity to exude a terrifying presence. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.

Guided Strike

You can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

Aura of Conquest (Level 7)

Starting at 7th level, you constantly emanate a menacing aura while you're not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover.

If a creature is frightened of you, its speed is reduced to 0 while in the aura, and that creature takes psychic damage equal to half your paladin level if it starts its turn there.

At 18th level, the range of this aura increases to 30 feet.

Scornful Rebuke (Level 15)

Starting at 15th level, those who dare to strike you are psychically punished for their audacity. Whenever a creature hits you with an attack, that creature takes psychic damage equal to your Charisma modifier (minimum of 1) if you're not incapacitated.

Invincible Conqueror (Level 20)

At 20th level, you gain the ability to harness extraordinary martial prowess. As an action, you can magically become an avatar of conquest, gaining the following benefits for 1 minute:

  • You have resistance to all damage.

  • When you take the Attack action on your turn, you can make one additional attack as part of that action.

  • Your melee weapon attacks score a critical hit on a roll of 19 or 20 on the d20.

Once you use this feature, you can't use it again until you finish a long rest.

Oath of Devotion

Oath of Devotion (Level 3)

The Oath of Devotion binds a paladin to the loftiest ideals of justice, virtue, and order. Sometimes called cavaliers, white knights, or holy warriors, these paladins meet the ideal of the knight in shining armor, acting with honor in pursuit of justice and the greater good. They hold themselves to the highest standards of conduct, and some, for better or worse, hold the rest of the world to the same standards. Many who swear this oath are devoted to gods of law and good and use their gods' tenets as the measure of their devotion. They hold angels—the perfect servants of good—as their ideals, and incorporate images of angelic wings into their helmets or coats of arms.

Tenets of Devotion

Though the exact words and strictures of the Oath of Devotion vary, paladins of this oath share these tenets.

Honesty

Don't lie or cheat. Let your word be your promise.

Courage

Never fear to act, though caution is wise.

Compassion

Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom.

Honor

Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm.

Duty

Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you.

Oath Spells

You gain oath spells at the paladin levels listed.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Sacred Weapon

As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.

You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.

Turn the Unholy

As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

Aura of Devotion (Level 7)

Starting at 7th level, you and friendly creatures within 10 feet of you can't be charmed while you are conscious.

At 18th level, the range of this aura increases to 30 feet.

Purity of Spirit (Level 15)

Beginning at 15th level, you are always under the effects of a protection from evil and good spell.

Holy Nimbus (Level 20)

At 20th level, as an action, you can emanate an aura of sunlight. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that.

Whenever an enemy creature starts its turn in the bright light, the creature takes 10 radiant damage.

In addition, for the duration, you have advantage on saving throws against spells cast by fiends or undead.

Once you use this feature, you can't use it again until you finish a long rest.

Oath of Draconic Majesty

Oath of Draconic Majesty (Level 3)

Dragons are some of the most powerful creatures in the multiverse, and there are those who seek to emulate their majesty in all that they do. Whether they wish to use and exercise a dragon's power, help it extend its influence and change the world, or simply fell in love with the mighty creature and its ideals, they all agree that dragonkind has its role to play in the great battles of this world. Those who follow this ideal have made an oath with an ancient or older dragon, which has become their sovereign. Followers of this oath may also choose Bahamut (god of metallic dragons) or Tiamat (god of chromatic dragons) as their Sovereign.

Draconic Tenets

Though the exact words and strictures of the Oath of Draconic Majesty vary, paladins of this oath share the following tenets, with some based on your dragon sovereign.

Majesty

I shall not bring shame to my sovereign, and I will behave in a way befitting of my status. I will be proud.

Treasure

I will gather wealth and unique items, both for my endeavors and for my sovereign. Regardless if they call me greedy. One never has enough riches.

Power

(Chromatic sovereign only) What good is power if it is not used? I shall use my power to advance the goals of my sovereign and myself, and remove those who oppose me.

Goodwill

(Metallic sovereign only) I shall not confuse arrogance and pride, nor shall I think myself above helping the weak and the weary.

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of Draconic Majesty Spells table. See the Sacred Oath class feature for how oath spells work.

Draconic Oath

At 3rd level, as you seek to emulate the majesty of dragons, you have learned to speak, read and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.

When you choose this sacred oath, you choose one type of dragon as your sovereign. The damage type associated with that dragon is used by features of this oath. If you choose Bahamut as your sovereign you can choose any metallic dragon, and if you choose Tiamat as your sovereign you can choose any chromatic dragon.

Draconic Oath
Metallic DragonChromatic DragonDamage Type

Copper

Black

Acid

Silver

White

Cold

Gold, Brass

Red

Fire

Bronze

Blue

Lightning

none

Green

Poison

When you deal damage with your oath spells, or your Divine Smite and Improved Divine Smite class features, you can now switch the damage type with the one associated with your Draconic Oath.

Channel Divinity

When you take this oath at 3rd level, you gain the two Channel Divinity options.

Frightening Presence

As an action, you can use your Channel Divinity to exude a terrifying presence. Each creature of your choice within 30 feet of you must make a Wisdom saving throw if it can see you. On a failed save, the target is frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.

Wing Buffet

As an action, you summon radiant wings that create a strong wind. Each creature of your choice in a 30-foot cone, which originates from you, must make a Strength saving throw. On a failure, they are pushed back 15 feet from you and fall prone, and if they encounter a solid obstacle take 1d6 + your paladin level bludgeoning damage. On a success, they are instead knocked back 5 feet.

Aura of the Dragon Queen (Level 7)

Chromatic Draconic Oath only

Beginning at 7th level, you imbue your own weapons and those of your allies with the elemental fury of your dragon sovereign. When you or a friendly creature within 10 feet of you hits a creature with a weapon attack, it will deal extra damage equal to your Charisma modifier (minimum of 1) of the type associated with your Draconic Oath. A creature can only deal this extra damage once per turn.

At 18th level, the range of this aura increases to 30 feet.

Aura of the Platinum Dragon (Level 7)

Metallic Draconic Oath only

Beginning at 7th level, your devotion grants you and those around you the divine protection of your dragon sovereign. You and friendly creatures within 10 feet of you reduce all bludgeoning, piercing, and slashing damage taken by an amount equal to your Charisma modifier (minimum of 1). Creatures reduce damage this way before resistances have been calculated.

At 18th level, the range of this aura increases to 30 feet.

Draconic Wings (Level 15)

At 15th level, you gain the ability to sprout a pair of spectral dragon wings from your back, gaining a flying speed equal to your walking speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.

While these wings are active, all other friendly creatures who are within 5 feet of you gain half cover.

Draconic Avatar (Level 20)

At 20th level, you can use your action to temporarily ascend to the ideal of dragonkind, sharing its majesty with those around you. You gain the following benefits for 1 minute:

  • You have immunity to the damage type associated with your Draconic Oath.

  • You gain the effects of the Enlarge option from the enlarge/reduce spell.

  • You and friendly creatures within 30 feet of you gain half cover, provided your wings are active.

  • You can use your bonus action to exhale destructive energy of your Draconic Oath's damage type in a 30-foot cone, which leaves your allies unscathed. Each creature of your choice in that area must make a Dexterity saving throw against your spell save DC. Each target takes damage equal to 3d10 + your Charisma modifier on a failed save, or half as much damage on a successful one. You can choose to change its damage type to radiant damage.

Once you use this feature, you can't use it again until you finish a long rest.

Oath of Draconic Majesty

Oath of the Draconic Majesty (Level 3)

Dragons are some of the most powerful creatures in the multiverse, and there are those who seek to emulate their majesty in all that they do. Whether they wish to use and exercise a dragon's power, help it extend its influence and change the world, or simply fell in love with the mighty creature and its ideals, they all agree that dragonkind has its role to play in the great battles of this world. Those who follow this ideal have made an oath with an ancient or older dragon, which has become their sovereign. Followers of this oath may also choose Bahamut (god of metallic dragons), Tiamat (god of chromatic dragons), or a different dragon god as their Sovereign.

Draconic Tenets

Though the exact words and strictures of the Oath of Draconic Majesty vary, paladins of this oath share the following tenets. Majesty. I shall not bring shame to my sovereign, and I will behave in a way befitting of my status. I will be proud.

Treasure

I will gather wealth and unique items, both for my endeavors and for my sovereign. Regardless if they call me greedy. One never has enough riches.

Power (Chromatic sovereign only)

What good is power if it is not used? I shall use my power to advance the goals of my sovereign and myself, and remove all who oppose me.

Goodwill (Metallic sovereign only)

I shall not confuse arrogance and pride, nor shall I think myself above helping the weak and the weary.

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of Draconic Majesty Spells table. See the Sacred Oath class feature for how oath spells work.

Draconic Oath

At 3rd level, as you seek to emulate the majesty of dragons, you have learned to speak, read and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.

When you choose this oath, you must choose a dragon from the Draconic Oath table, which must be the same dragon type as that of your dragon sovereign. If you choose Bahamut as your sovereign you can choose any metallic dragon, if you choose Tiamat as your sovereign you can choose any chromatic dragon, and if you choose Asgorath (or another dragon god) as your sovereign you can choose any dragon. Steel dragons are metallic dragons; deep and gray dragons are chromatic dragons; Amethyst, crystal, emerald, sapphire and topaz dragons are gem dragons; and celestial, fang, moonstone, and song dragons are their own subspecies of dragon. For game purposes; gem, moonstone, and song dragons count as metallic dragons; while celestial and fang dragons count as chromatic dragons.

Draconic Oath
Metallic DragonChromatic DragonDamage Type

Copper, Steel

Black, Fang/Gray

Acid

Silver

White

Cold

Gold, Brass

Fire

Fire

Amethyst

-

Force

Bronze, Song

Blue

Lightning

Topaz

-

Necrotic

-

Green

Poison

Emerald

Deep

Psychic

Crystal, Moonstone

Celestial

Radiant

Sapphire

-

Thunder

The damage type associated with your Draconic Oath's chosen dragon is used by features of this oath.

When you deal damage with your oath spells, or your Divine Smite and Improved Divine Smite class features, you can now switch the damage type with the one associated with your Draconic Oath.

Channel Divinity: Frightening Presence

As an action, you can use your Channel Divinity to exude a terrifying presence. Each creature of your choice within 30 feet of you must make a Wisdom saving throw if it can see you. On a failed save, the target is frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.

Channel Divinity: Wing Buffet

When you take the Attack action, you can replace one of your attacks with a wing buffet, and use your Channel Divinity to summon radiant wings that create a strong wind. Each creature of your choice in a 30-foot cone, which originates from you, must make a Strength saving throw. On a failure, they are pushed back 20 feet away from you and are knocked prone, and if they encounter a solid obstacle take 1d6 + your paladin level bludgeoning damage.

Aura of the Dragon Queen (Level 7)

Chromatic Draconic Oath only

Beginning at 7th level, you imbue your own weapons and those of your allies with the elemental fury of your dragon sovereign. When you or a friendly creature within 10 feet of you hits a creature with a weapon attack, it will deal extra damage equal to your Charisma modifier (minimum of 1) of the type associated with your Draconic Oath. A creature can only deal this extra damage once per turn.

At 18th level, the range of this aura increases to 30 feet.

Aura of the Platinum Dragon (Level 7)

Metallic Draconic Oath only

Beginning at 7th level, your devotion grants you and those around you the divine protection of your dragon sovereign. You and friendly creatures within 10 feet of you reduce all bludgeoning, piercing, and slashing damage taken by an amount equal to your Charisma modifier (minimum of 1). Creatures reduce damage this way before resistances have been calculated.

At 18th level, the range of this aura increases to 30 feet.

Draconic Wings (Level 15)

At 15th level, you gain the ability to sprout a pair of spectral dragon wings from your back, granting you a flying speed equal to your walking speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.

While these wings are active, all other friendly creatures who are within 5 feet of you gain half cover.

Aura of the Dragon Queen Superior (Level 18)

Chromatic Draconic Oath only

Beginning at 18th level, you imbue your own weapons and those of your allies with the elemental fury of your dragon sovereign. When you or a friendly creature within 30 feet of you hits a creature with a weapon attack, it will deal extra damage equal to your Charisma modifier (minimum of 1) of the type associated with your Draconic Oath. A creature can only deal this extra damage once per turn.

Aura of the Platinum Dragon Superior (Level 18)

Metallic Draconic Oath only

Beginning at 18th level, your devotion grants you and those around you the divine protection of your dragon sovereign. You and friendly creatures within 30 feet of you reduce all bludgeoning, piercing, and slashing damage taken by an amount equal to your Charisma modifier (minimum of 1). Creatures reduce damage this way before resistances have been calculated.

Draconic Avatar (Level 20)

At 20th level, you can use your action to temporarily ascend to the ideal of dragonkind, sharing its majesty with those around you. You gain the following benefits for 1 minute:

  • You have immunity to the damage type associated with your Draconic Oath.

  • You gain the effects of the Enlarge option from the enlarge/reduce spell.

  • You and friendly creatures within 30 feet of you gain half cover, provided your wings are active.

  • You can use your bonus action to exhale destructive energy in a 30-foot cone, which leaves your allies unscathed. Each creature of your choice in that area must make a Dexterity saving throw against your spell save DC. Each target takes damage equal to 3d10 + your Charisma modifier on a failed save, or half as much damage on a successful one. The damage type is either radiant damage or the same type as the one associated with your Draconic Oath (your choice).

Once you use this feature, you can't use it again until you finish a long rest.

Oath of Dragons

Oath of Dragons (Level 3)

The Oath of Dragons aligns the mind and body of the paladin with one of the most powerful creatures in existence. Many of these paladins may have draconic ancestry themselves, or aspire to become closer to these idealised creatures. Whilst they may vary wildly in terms of their individual personalities, they have a strict approach to the gaining and use of power, as for them it is power and might that defines the great dragon.

To take up the Oath of Dragons is to aspire to be greater than you are, to harness the wants and desires in your own heart and turn them towards something magnificent, be it a bright future or a tenebrous power.

An Oath of Dragons paladin might be a heroic guardian in the spirit of the noble silver dragons, or a brutal tyrant modelled after the despotic red dragons. By aligning themselves with dragons, the paladin gradually gains, or awakens, draconic features themselves.

Tenets of the Dragon

The oath of the dragon focusses on the mindset of the dragon, putting a strong emphasis on power and supremacy.

Power

Your will is dependent on your ability to enact it.

Self-Determination

You are what you make yourself into. Do not let others dictate who you are.

Dominate

The weak must be guided by a strong hand. You must wield your strength to rule as you see fit.

Patience

Decisions must be considered in decades and centuries, not seconds and minutes.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Dragon Spells

Dragon Emulation

At 1st level, you choose one type of dragon to emulate. The damage type associated with each dragon is used by features you gain later.

Dragon Emulated

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Draconic Presence

You can use your Channel Divinity to exude the fearsome presence of dragons. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw against your spell save DC. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.

Draconic Breath

You can use your Channel Divinity to strike with elemental power. As a bonus action, you can breathe in a 15 foot line. All creatures hit by this breath attack must succeed a Dexterity saving throw against your spell save DC or take damage equal to a number of d6. The number of d6 rolled equals your proficiency modifier. The damage type is determined by the type of dragon your paladin is emulating. On a successful save, the damage is halved.

The length of the line increases to 30 feet at 15th level, and to 60 feet at 20th level.

Elemental Affinity (Level 7)

Starting at 7th level, you gain resistance to the damage type determined by your emulated dragon type. At 18th level, all friendly creatures of your choice within 30 feet also gain this resistance while you are not incapacitated.

In addition, whenever you deal damage of the type determined by your emulated dragon type, you may add your Charisma modifier to the damage total.

Draconic Form (Level 15)

Starting at 15th level, you grow a pair of wings that give you a flying speed of 30 feet. Your unarmed attacks also deal 1d6 + your strength modifier, and count as magical for the purposes of overcoming resistance.

Dragon Ascendancy (Level 20)

At 20th level, you become so in-tune with your emulated dragon type that you begin the final process of becoming a true dragon. You gain the following benefits:

  • As an action, you can change your size to large. Whilst large, any damage with a weapon attack that you perform will roll an additional die worth of damage.

  • Your flying speed increases to 60 feet.

  • You gain immunity to your chosen damage type from your emulated dragon feature.

  • You gain a bite attack as a bonus action. This attack deals 1d10 + STR piercing damage.

  • You gain blindsight up to 60 feet.

  • When not wearing armour, you can add your charisma modifier to your AC.

In addition, your lifespan extends to one-thousand years, unless it was longer.

Oath of Dynamism

Oath of Dynamism (Level 3)

The Oath of Dynamism is an ideology of rapid, constant change. Those who swear to the Oath of Dynamism find their divine magic manifesting as light, lightning, and magnetism. Some are warriors of the storm, channeling the raw electric power of a god of lightning into their weapons and armor. Others are pragmatic, modern sentinels of a coming future, ensuring that the march of progress isn't interrupted by those ignorantly afraid of a changing world. Most paladins who swear to this oath are chaotic in alignment, with a strong tendency toward neutrality and self-determination.

Tenets of Dynamism

Because they eschew organized traditions, those who swear to the Oath of Dynamism rarely agree on the words that constitute their ideals. Still, they find themselves alike in following these tenets.

Take Swift Action

Like lightning itself, you must never hesitate to take needed action. Deliberation and planning are nothing more than excuses for tardiness.

Never Stay Idle

Like neglected metal leads to rust and decay, you know idleness only leads to weakness and spiritual immobility. Doing nothing is only for those who can't do anything.

Embrace the Changing Future

You must be ready—and perhaps even eager—to discard old traditions as the world changes around you. The world will always change, just as all energy changes forms.

Be Decisive, But Flexible

You must be confident in your choices once you have made them. But should you learn that you are definitely going the wrong direction, always be quick to shift to a new unwavering path, just as lightning does when it arcs and dances.

Divine Conduit

Starting at 3rd level, your Divine Smite deals lightning damage instead of radiant damage, and any paladin spells you cast deal lightning damage instead of radiant or necrotic damage.

When your Divine Smite or a paladin spell you cast deals lightning damage to a fiend or undead, it ignores resistance to lightning damage.

Also, when you throw a metal weapon as part of an attack, you can magnetically pull the weapon back to you after it hits or misses, causing the weapon to fly instantly back to the hand you used to throw it.

Channel Divinity

When you take this oath at 3rd level, you also gain the following two Channel Divinity options.

Convert Energy

When a creature or object within 60 feet of you takes lightning, radiant, or thunder damage, you can absorb the energy as a reaction, using your Channel Divinity. You reduce the damage taken by the target by an amount equal to 5 times your paladin level (to a minimum of O damage) and the target gains resistance to lightning, radiant, or thunder damage (your choice) until the end of your next turn.

The first time you hit with a melee weapon attack or roll thunder or lightning damage for a spell before the end of your next turn, you deal extra lightning damage to one target equal to your paladin level.

Magnetic Momentum

As a bonus action on your turn, you blast one creature you can see within 30 feet of you with a magnetized wave of thunder, using your Channel Divinity. The target must make a Constitution saving throw. On a failed save, the target takes thunder damage equal to 1d4 + your paladin level and is pushed up to 20 feet away from you. On a success, the target takes half damage and isn't pushed. Earth elementals, metal constructs, and other creatures wearing metal armor have disadvantage on the saving throw, and they're pushed 10 additional feet away on a failure.

If you are wearing metal armor and target yourself, you automatically fail the saving throw, but you do not take damage, you can choose to push yourself twice as far, and you can push yourself in any direction.

Aura of Induction (Level 7)

At 7th level, you gain an aura like a static field around you and your allies. While you are conscious, you and friendly creatures within 10 feet of you have resistance to lightning damage.

In addition, whenever an affected creature hits with a weapon attack, you can cause the attack to deal bonus lightning damage equal to your paladin level divided by 3, rounded down. Once you have done this, you can't do so again until the start of your next turn.

At 18th level the range of this aura increases to 30 feet.

Static Charge (Level 15)

Starting at 15th level, when you cast a spell that deals lightning damage or thunder damage, you can add your Charisma modifier to one damage roll of that spell.

In addition, whenever you expend a spell slot to use your Divine Smite, you are charged with electricity and deal 2d8 lightning damage to each creature grappling you. The next time you hit with a weapon attack before the end of your next turn, the attack deals bonus lightning damage equal to your Charisma modifier (minimum +1).

Magnetic Field (Level 20)

When you reach 20th level, you can magically surround yourself in a barrier of magnetic force as an action. For 1 minute, you have a magnetic field that extends 30 feet out from you, granting you the following benefits:

  • Weapon attacks made using metal weapons or ammunition have disadvantage if they pass through the area or if their target is within the area.

  • Earth elementals, metal constructs, and enemy creatures wearing metal armor must spend 3 feet of speed for every 1 foot of movement in the area.

  • You have a 30 foot flying speed as long as you are wearing metal armor.

  • As a bonus action on your turn, you can buffet one creature of your choice in the area that you can see with magnetic energy, forcing it to make a Strength saving throw. If the target is wearing metal armor or it is an earth elemental or metal construct, it also has disadvantage on the saving throw. On a failed save, the target is knocked prone and you can choose to push it up to 10 feet in any direction. You can do this as part of the same bonus action that you use for your Magnetic Momentum Channel Divinity.

Once you have used this ability, you cannot use it again until you finish a long rest.

Oath of Enlightenment

Oath of Enlightenment (Level 3)

The Oath of Enlightenment is taken by paladins who seek for learning and growth and to share such knowledge and experience with others. As often as others call them teacher or mentor, they call themselves student and pupil.

These paladins spend much of their time trying to build up others, but they are also dedicated to bettering themselves. As they understand other people, they begin to comprehend their own place in the cosmos on a level rivaled by few. The greatest reach a transcendence that allows them to ignore limitations of the planes, levitating and teleporting as they wish.

Paladins of this oath seek learning as a means to improve their connection to and understanding of their god and the domains of their god's portfolio. Some carry sketch pads and notebooks to record their learnings, while others might bring mats or wear caps to help them focus as they meditate and ponder on recent discoveries.

Tenets of Enlightenment

The tenets of the Oath of Enlightenment teach a paladin to seek learning whenever they can and to share it just as often.

Knowledge is Power

The greater your understanding, the greater your influence.

Lifelong Learning

Enlightenment can only be achieved by persistent curiosity and a humble willingness to learn.

Teach the Untaught

Nothing worth learning should be kept to yourself; your knowledge and experience ought to be shared with the world, that others might learn as you have.

Seek First to Understand

Understanding others is more important than being right. Once you understand them, then you can teach them.

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of Enlightenment Spells table. See the Sacred Oath class feature for how oath spells work.

Channel Divinity

You gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

  • Enrich Understanding

    You can use your Channel Divinity as an action to share knowledge and experience with others. As an action, choose one skill, and yourself or another creature you can see within 30 feet of you. The chosen creature gains proficiency with the chosen skill for 10 minutes.

  • Guiding Strike

    You can use your Channel Divinity to help teach and direct your allies in their strikes. When you hit with a weapon attack, choose an ally within 10 feet of you. The chosen ally can use its reaction to make one weapon attack with a bonus to the attack roll equal to your Charisma modifier (minimum of +1).

Kindling Aura (Level 7)

Whenever you or a friendly creature within 10 feet of you makes an Intelligence check, the creature gains a bonus to the roll equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.

Additionally, when an ally within 10 feet of you hits a creature with a weapon attack, you can use your reaction to expend a spell slot and cause the attack to deal radiant damage to the target, in addition to the weapon's damage. The damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.

At 18th level, the range of this aura increases to 30 feet.

Illuminated Mind (Level 15)

You are always under the effects of a see invisibility spell, and you have resistance to psychic damage.

Transcendent Soul (Level 20)

You can use your action to assume the form of an enlightened, transcendent being. For 1 minute, you have advantage on all ability checks and saving throws, and you can use a bonus action on each of your turns to teleport to an unoccupied space you can see within 30 feet of you. Once you use this feature, you can't use it again until you finish a long rest.

Oath of Eternal Night

Oath of Eternal Night (Level 3)

Paladins who swear the Oath of Eternal Night forgo the lofty standards of conduct and shining armor of their compatriots: instead, they don blackened armor and carry out assassinations, conduct subterfuge, and mete out vigilante justice under cover of night. Such paladins, often called ravens, bind themselves to higher ideals of justice, transcending law and allegiances, so that they can right the wrongs that go unpunished. Every foul action has its consequence, and when no others rise to the challenge, the blade of a raven is not far behind.

Tenets of Eternal Night

Paladins who swear the Oath of Eternal Night share a sense of moral absolutism and tend to believe in the following core tenets:

None Are Exempt

Even kings and magistrates that write the laws must be held accountable to them.

Good of The Many

The needs of the many always outweigh the needs of the few. It is your charge to protect the weak when the powerful seek to oppress.

Knight of Night

When justice is not done in the light of day, it must be restored in darkness.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Eternal Night Spells
Paladin LevelSpells

3rd

feather fall, longstrider

7th

find steed, misty step

15th

fly, haste

18th

dimension door, freedom of movement

20th

passwall, teleportation circle

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Cover of Darkness

As a bonus action using your Channel Divinity, you can create a 15-foot-radius sphere of magical darkness centered on a point you can see within 30 feet of you. This sphere spreads around corners and lasts for one minute. You can see through darkness you create in this way.

Shrouded Armor

As an action using your Channel Divinity, you can draw shadowstuff from the Plane of Shadow and imbue it upon a suit of armor you are wearing. This armor is cloaked in a tenebrous swirl and reflects no light. You can add your Charisma modifier to Dexterity (Stealth) checks you make while wearing the armor, and the armor doesn't impose disadvantage on your Stealth checks. This effect ends after 8 hours, or if you end the effect on your turn (no action required). The effect ends early if you remove your armor or fall unconscious.

Slip Into The Shadows (Level 7)

At 7th level, you and friendly creatures within 10 feet of you can take the Hide action as a bonus action.

At 18th level, the range of this aura increases to 30 feet.

Cloak of Night (Level 15)

At 15th level, as a reaction when you take damage, you can shed small flakes of darkness which briefly whirl around you before disappearing. The next attack roll made against you before the start of your next turn has disadvantage.

Shadow Form (Level 20)

At 20th level, you can assume the form of a tenebrous stalker, drawing incredible power from the darkness around you. Using your action, you undergo a transformation. For 1 hour, you gain the following benefits while you are within dim light or darkness:

  • You have advantage on Strength, Dexterity, and Constitution checks.

  • As a bonus action, you can teleport up to 60 feet to an unoccupied space you can see that is also within dim light or darkness.

  • Once on each of your turns when you hit a creature with a melee weapon attack, you can deal an extra 3d6 necrotic damage to the target.

Once you use this feature, you can't use it again until you finish a long rest.

Oath of Exile

Oath of Exile (Level 3)

The mysteries of of the mind are locked behind a thousand nested doors: but the keys to open all of them lie within reach of anyone looking inward with an open eye. Monks who walk this path to enlightenment must take two steps inward for each one they outwardly take on their pilgrimage, for the journey through the mind is longer than any travel on foot.

By releasing the power of their thoughts from behind the many locks we build for ourselves, masters of this mysticism gain a sixth sense for the energies of the world, and can even push their thoughts through this flow to move objects, connect their minds to others, or fight. The will of a monk of the Opened Eye strikes as rapidly as their feet or fists. They stand stoic and serene while the violently ignorant are tumbled around them, overwhelmed by the force of a mind that looks upon itself without fear.

Tenets of Exile

Anyone that swears such an oath must work each day to find new purpose, never looking back at the past, yet also never forgetting the hard lessons it left them with.

Never Return

The circumstances of your exile brook no argument. You are bound to never again see your homeland.

Honor What Was

Though you are severed from your culture, your respect for its teachings is unwithering.

Guard Against Tresspass

Others you meet may try, even thinking it kind, to sway you from your path of penance. Do not let them. The only way to continue with honor is forward.

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of Exile Spells table. See the Sacred Oath class feature for how oath spells work.

Channel Divinity

You gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Burning Reputation

Gossip spreads like fire for which you have often been the fuel. As an action, you can raise your holy symbol to your ear and choose a fixed, named location you know that is no larger than 1 mile in diameter, such as a village, a tavern, or a town district. For up to 1 hour, you eavesdrop on the location. If it is unoccupied, you hear nothing; otherwise your ears are filled with the indistinct buzz of conversation for the duration. Whenever your name is mentioned, you hear it spoken clearly, and you can hone in on the conversation to hear it play out as if you were there.

Paths Dissecting

Immediately after you deal damage to a creature with a weapon attack, you can use your Channel Divinity as a bonus action to forcefully diverge your paths. The creature must make a Charisma saving throw. On a failed save, the target cannot willingly move closer to you for 1 minute, and has disadvantage on attack rolls against you for the duration. You can extend this benefit to a number of creatures you choose within 30 feet of you up to your Charisma modifier. The effect ends immediately if you or one of your chosen creatures moves towards the target.

Aura of Solitude (Level 7)

Your conviction manifests as an aura that cuts you off from contact. Creatures of your choice that end their turn within 10 feet of you must succeed on a Strength saving throw against your paladin spell save DC or be pushed back to the edge of the aura.

At 18th level, the range of this aura increases to 15 feet.

Unquestionable Honor (Level 15)

Even when the path has wounded you to walk upon, you have kept to your word. You now have advantage on saving throws against effects that attempt to compel you to act against your will, such as the confusion spell and similar magic. When a creature targets you with such an effect and you succeed on the save, you become immune to similar effects until the end of your next turn, and you can use your reaction to move up to your speed directly towards or away from the creature that forced the save.

Self-Determined Nomad (Level 20)

The path of your life is now your own to make. By embracing this fact, you gain the following benefits:

  • Your movement speed permanently increases by 20 feet.

  • While you are moving, you have a bonus to your AC equal to your Charisma modifier.

  • Whenever a creature makes an attack against you while you are moving, you can make a single weapon attack or Shove attack against it, without using your reaction.

Oath of Fervor

Oath of Fervor (Level 3)

The Oath of Fervor calls to paladins that are driven by fiery ideals from which they would never back down. Sometimes called red knights, phoenix knights, or simply zealots, these paladins hold no one set of goals—their oath dictates the way that they strive towards their goals, rather prescribing what those goals should be. As such, the paladins of this oath may be of any alignment, and could hold many opposing ideals. Their consistency is in their impulsiveness, which hurts them as often as it helps.

Tenets of Fervor

The tenets of the Oath of Fervor inspire a paladin to always take action and never back down.

Aggression

Hesitation is weakness. Act quickly and with purpose, for many opportunities last but a moment.

Passion

Do not give up on the things you are passionate about, no matter what stands in your way.

Rebirth

Do not fear death, for fate is on your side. Trust that your companions will bring you back from the dead, and promise to do the same for them.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Fervor Spells

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Channel Divinity: Cleansing Flame

As an action, you present your holy symbol and speak a prayer against fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Constitution saving throw. A target takes fire damage equal to your paladin level on a failed save, or half as much damage on a successful one. This damage ignores fire resistance. Also on a failed save, a target becomes incapacitated by a burning pain for 1 minute. The incapacitated creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.

Channel Divinity: Fervent Blade

As a bonus action, you imbue a melee weapon you're holding with magical energy, using your Channel Divinity. For 1 minute, the weapon's damage type becomes fire, lightning, or radiant (your choice), and it emits bright light in a 10-foot radius and dim light 10 feet beyond that.

Whenever you hit a creature with this weapon, that creature suffers an effect based on the damage type you chose. If you chose fire, you can roll your damage roll twice and take the higher of the two rolls. If you chose lightning, the target can't take reactions until the start of your next turn. If you chose radiant, the target sheds dim light in a 5-foot radius and can't benefit from invisibility until the start of your next turn.

Aura of Rebirth (Level 7)

Starting at 7th level, you emanate an aura that helps others return from the brink of death. Friendly creatures within 10 feet of you gain advantage on death saving throws while you are conscious.

Additionally, corpses and other remains within 10 feet of you are protected from decay and can't become undead while you are conscious. This also effectively extends the time limit on raising creatures from the dead, since time spent within the aura doesn't count against the time limit of spells such as raise dead.

At 18th level, the range of this aura increases to 30 feet.

Inner Flame (Level 15)

At 15th level, the fiery spirit within you refuses to go out. You gain resistance to fire damage, advantage on death saving throws, and any spell that has the sole effect of restoring you to life (but not undeath) doesn't need material components to be cast on you.

Zealous Champion (Level 20)

Starting at 20th level, you can use your action to invigorate yourself, granting you the following benefits for 1 minute:

  • Your speed is increased by 10 feet.

  • You regain 5 hit points at the start of each of your turns.

  • When you use your Divine Smite, you can choose for it to deal fire or lightning damage, rather than radiant damage. If you choose fire, the damage dice of the smite become d12|d12s, rather than d8|d8s. If you choose lightning, a bolt jumps to another target you can see within 15 feet of the creature you smited. That creature must make a Dexterity saving throw, taking the full smite damage on a failed save, or half as much damage on a successful one. If you choose radiant, you gain 2d4 temporary hit points, plus 1d4 temporary hit points for each slot level of the smite above 1st.

Once you use this feature, you can't use it again until you finish a long rest.

Oath of Free Commerce

Oath of Free Commerce (Level 3)

Paladins that swear the Oath of Free Commerce. also known as Thiefcatchers or Day Traders, keep safe the exchange of wealth and the hope of free trade by any means necessary. Often seen in glorious regalia and long, flowing silken capes defending the marketplaces. taverns, caravans and interests of trade hubs and port towns, these paladins are friends of honest merchants and common wage—laborers alike.

Tenets of Free Commerce

Often codified in the most forthright of trade guilds. the tenets of Free Commerce that these paladins follow exist to ensure that the market is a safe. prosperous place for all people. and that the market acts in the service of civilization itself.

Life

The right of all living beings to remain alive, as long as they are interested in participating honestly and justly in the market, shall not be infringed upon. It is harmful to the market to kill without sufficient reason.

Liberty

Freedom to engage and compete in the marketplace, is of the utmost importance. as long as such freedom does not adversely affect its health. Freedom brings entrepreneurship. which brings equality; all are important. but freedom is the root that must be nourished.

Property

Belongings, personal and professional, are sacred, and may never be deprived from their owners without a specific business agreement. Those who forcibly separate individuals from their belongings through theft or swindling demand retribution. and the owner's restitution.

Security

Every individual has the right to secure and protect themselves and property they came by legally and with good business practice. Those who trespass on this security to deprive rightful owners of property deserve the reprisal that will come.

Ethics

Do right by those enjoying your services, and those for whom you work. Good salesmanship is acceptable, but outright dishonesty never is. Complete work that you start, or do your level best to reimburse those you work for if you cannot.

Oath Spells

You gain oath spells at the paladin levels listed.

Channel Divinity: Objective Worth

As an action. you can make manifest your knowledge of the true worth of things. empowering your weapons or your own. calculating eye.

You may for one minute improve the quality and make of the weapon you are holding, causing it to become a magical weapon that adds half of your Charisma modifier (rounded up) to attack and damage rolls made with it (with a minimum bonus of +1) in addition to the weapons other properties.

Alternatively. you may for an hour inherently know the exact monetary value of anything you see and gain advantage on History and Insight checks to know the background and nature of objects.

You can end this effect without an action on your turn. If you are no longer holding or carrying a weapon empowered by this ability. or if you fall unconscious. this effect ends.

Channel Divinity: Turn the Craven

As an action. you can raise your voice and demand that any thieves and skulkers in the area reveal themselves. Each creature that is invisible. at—tempting to hide. or otherwise intentionally difficult to see within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw. it is turned for 1 minute or until it takes damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

Invisible Hand of the Market (Level 7)

At 7th level, when an enemy moves within 10 feet of you, you may use a reaction to grapple them with an invisible hand of force at any point during the move. The enemy makes a Charisma saving throw against your spell save DC, and are unable to use any movement speeds they possess until the beginning of their next turn, if they fail. A creature that fails this save may also be pulled up to 10 feet towards you, if you choose.

At 18th level, the range of this ability increases to 30 feet, but the distance of its pull remains the same.

In addition, you gain knowledge of the mage hand cantrip. If you already know this cantrip, you can instead gain another cantrip out of message, prestidigitation, or thaumaturgy. When you cast mage hand, you may choose to make the spectral hand invisible.

Market Equilibrium (Level 15)

Once you reach 15th level. when you are hit by an attack and receive damage, you may use a reaction to take half the triggering damage and cause the attacking creature to take the same amount of damage. Once you use this ability, you can't use it again until you finish a short or long rest.

Game Theory (Level 20)

At 20th level you can, as an action, gain perfect insight into the motivation and potential rational actions of all economic and physical players in your immediate situation. Your eyes begin to glow slightly with a dim light and the rustling of your armor sounds strangely like the clinking of coins, but otherwise you are not perceptibly changed.

For 1 minute, you gain the following benefits:

  • Truesight out to 120 feet.

  • Attacks against you are made with disadvantage.

  • When you take the Attack action, you may choose to either make all attacks this turn with advantage, or to add one additional attack to the total number of attacks the Attack action allows you to make this turn.

Once you use this feature, you can't use it again until you finish a long rest.

Oath of Glory

Oath of Glory (Level 3)

Paladins who take the Oath of Glory believe they and their companions are destined to achieve glory through deeds of heroism. They train diligently and encourage their companions so they're all ready when destiny calls.

Tenets of Glory

The tenets of the Oath of Glory drive a paladin to attempt heroics that might one day shine in legend.

Actions over Words

Strive to be known by glorious deeds, not words.

Challenges Are but Tests

Face hardships with courage, and encourage your allies to face them with you.

Hone the Body

Like raw stone, your body must be worked so its potential can be realized.

Discipline the Soul

You must marshal the discipline to overcome failings within yourself that threaten to dim the glory of you and your friends.

Oath Spells

3rd-level Oath of Glory feature

You gain oath spells at the paladin levels listed in the Oath of Glory Spells table. See the Sacred Oath class feature for how oath spells work.

Channel Divinity

3rd-level Oath of Glory feature

You gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Peerless Athlete

As a bonus action, you can use your Channel Divinity to augment your athleticism. For the next 10 minutes, you have advantage on Strength (Athletics) and Dexterity (Acrobatics) checks; you can carry, push, drag, and lift twice as much weight as normal; and the distance of your long and high jumps increases by 10 feet (this extra distance costs movement as normal).

Inspiring Smite

Immediately after you deal damage to a creature with your Divine Smite feature, you can use your Channel Divinity as a bonus action and distribute temporary hit points to creatures of your choice within 30 feet of you, which can include you. The total number of temporary hit points equals 2d8 + your level in this class, divided among the chosen creatures however you like.

Aura of Alacrity (Level 7)

7th-level Oath of Glory feature

You emanate an aura that fills you and your companions with supernatural speed, allowing you to race across a battlefield in formation. Your walking speed increases by 10 feet. In addition, if you aren't incapacitated, the walking speed of any ally who starts their turn within 5 feet of you increases by 10 feet until the end of that turn.

When you reach 18th level in this class, the range of the aura increases to 10 feet.

Glorious Defense (Level 15)

15th-level Oath of Glory feature

You can turn defense into a sudden strike. When you or another creature you can see within 10 feet of you is hit by an attack roll, you can use your reaction to grant a bonus to the target's AC against that attack, potentially causing it to miss. The bonus equals your Charisma modifier (minimum of +1). If the attack misses, you can make one weapon attack against the attacker as part of this reaction, provided the attacker is within your weapon's range.

You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Living Legend (Level 20)

20th-level Oath of Glory feature

You can empower yourself with the legends—whether true or exaggerated—of your great deeds. As a bonus action, you gain the following benefits for 1 minute:

  • You are blessed with an otherworldly presence, gaining advantage on all Charisma checks.

  • Once on each of your turns when you make a weapon attack and miss, you can cause that attack to hit instead.

  • If you fail a saving throw, you can use your reaction to reroll it. You must use this new roll.

Once you use this feature, you can't use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.

Oath of Grief

Oath of Grief (Level 3)

The Oath of Grief shuns false hope and seeks to remind the world of the hollow joke of its existence, its purposelessness, its futility, and its tragic horror. Life may seem good at times, but the only constant is that it will get worse. Comforting lies like love or a greater meaning to one's life which hide the true horror and madness of the world only teach people to swim against the vicious tide of life and drown. Only by accepting the cruel hand we are given can those of the Oath of Grief find the path to what meager existence can be tolerated.

Tenets of Grief

The brutal realities that the Oath of Grief hold as tenets may be painful but they are better to accept than to deny.

  • Expect the Worst

    Surviving is about minimizing pain, not finding happiness. Always expect to suffer and faiL and you'll never be disappointed Remind others of this inevitable truth.

  • Beware Everyone

    Trust is fleeting, false, and foolish. Never forget that everyone lies to themselves, and that you could be betrayed by anyone, especially at their lowest point.

  • Let Go of Your Mind

    The quest to maintain one's sanity is a futile effort. Embrace the dynamic nature of your mind and accept that you will never truly understand your own depths.

  • Reject False Hope

    Just as those thrown high into the air will suffer a steep falL those sent high by hope will inevitably crash down all the more hard when the cold reality hits them. Deny hope in yourself and others. Stay safely on the ground

  • Life Has No Meaning

    Do not believe in such silly lies.

Channel Divinity: Evoke Malaise

You can use your Channel Divinity to remove all purpose and motivation from a creature. As an action, you choose one creature you can see within 30 feet. The target must make a Charisma saving throw. Fey make this saving throw with disadvantage. On a failed save, the creature can take no actions on its turns. At the end of each of its turns, the creature can repeat the saving throw, ending the effect on a success. If the creature takes damage the effect ends instantly.

Channel Divinity: Weight of Despair

You can use your Channel Divinity to cover an area in crushing gravity. As an action, choose a point within 60 feet. A 10-foot radius 30-foot tall cylinder of crushing gravity forms with the point as its center for 1 minute. The space within the area is difficult terrain for creatures other than you. Each creature other than you that starts its turn in the area must make a Strength saving throw. Celestials make this saving throw with disadvantage. On a failed saving throw, a creature is knocked prone.

Crushing Smite

Starting at 3rd level your Divine Smite deals force damage instead of radiant damage.

Banish Hope (Level 15)

Starting at 15th leveL creatures of your choice within 5 feet of you that are prone have disadvantage on all Wisdom and Charisma saving throws and must make a Wisdom saving throw before attempting to stand up. On a failed saving throw, a creature cannot stand up that turn.

Dread Idol (Level 20)

At 20th level you gain the ability to channel the powers of grief into your very body. As an action, you can transform into an avatar of hopelessness and dread For 1 minute, you have advantage on Charisma (Intimidation) checks, and whenever an enemy begins its turn within 100 feet of you it becomes frightened of you if it can see you.

Upon being frightened, a creature must make a Wisdom saving throw. On a failure, it cannot take actions until the start of its next turn. Each creature remains frightened of you until it deals you damage, it makes you roll a saving throw that you faiL or the transformation ends. A creature can only be frightened in this way once per transformation.

Oath of Heresy

Oath of Heresy (Level 3)

Heretics come in all forms, but those who swear an Oath of Heresy have borne witness to a great revelation: the prophets of history are false and their clerics have been misled, for the gods have deceived the entire world. Heretics vow to spread their truth to whoever will listen, rebuffing holy men and inquisitors that lack the sense to share in their revolution. Naturally, heretics end their crusades in one of two ways: canonized for revolutionizing the faith, or burned at the stake for their transgressions.

Heretics might embrace any fundamental truth that goes unrecognized. Many believe the gods are fundamentally false—a trick wrought by celestials or high priests—while others simply profess the nonnecessity of deities to gain entry to an afterlife. Others attack fundamental pillars of faith that are erected on prejudicial beliefs, such as priestly orders that disallow people of different races or genders to their own. No matter what truth they embrace, these paladins are empowered by their belief and their oaths (as all paladins are), and so can crusade in active rebellion against the gods.

Tenets of Heresy

By swearing your oath, you vow to spread truth far and wide according to the following tenets.

Spread The Revolution

Share the truth with everyone. Where truth itself does not dispel the lies, your sword might dispense truth of its own.

Defy Convention

You stand to shatter the laws that seek to contain the truth. Don't dwell on tradition as you seek to remake it.

Speak Truth To Power

Confront the powerful with your truth, and don't let them turn away. Only by embracing the truth can they enact change.

Oath Spells

You gain oath spells at the paladin levels listed.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Blaspheme

As an action using your Channel Divinity, you speak profound, heretical words which shake the room. Each creature you choose within 30 feet must make a Wisdom saving throw. On a failed save, a creature takes 2d6 psychic damage for each point of your proficiency bonus and is deafened for 1 minute. On a success, a creature takes half as much damage and is not deafened.

Turn The Holy

As an action using your Channel Divinity, you censure celestials and holy men. Each celestial that can see or hear you within 30 feet of you must make a Wisdom saving throw. Each humanoid within range that can cast 1st-level spells or higher using Wisdom as their spellcasting ability score must also make a Wisdom saving throw. If a creature fails its saving throw, it is turned for 1 minute or until it takes damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

Godless Aura (Level 7)

Beginning at 7th level, your aura divorces the area around you from divine powers. When a creature other than yourself within 10 feet of you regains hit points, you can choose for that healing to fail and have no effect. Furthermore, you can use your reaction to cast counterspell, without using a spell slot or spell components, to interrupt any spellcaster using Wisdom as their spellcasting ability score to cast a spell of 1st level or higher within 10 feet of you.

At 18th level, the range of this aura increases to 30 feet.

Implacable Will (Level 15)

By 15th level, you can reroll with advantage a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.

Apostate (Level 20)

At 20th level, fully divorced from the will of the gods, you can use your action to assume a form empowered by the influence of your blasphemy, an anti-apotheosis. You gain the following benefits for 1 minute:

  • You can use your Blaspheme Channel Divinity as a bonus action without using your Channel Divinity. When you use this ability this way, it deals 4d6 psychic damage on a failed save, and half as much on a success.

  • You gain 20 temporary hit points at the start of each of your turns.

Once you use this feature, you can't use it again until you finish a long rest.

Oath of Heresy

Oath of Heresy (Level 3)

You have seen the truth. The great prophets of history are false, and their clerics have been deceived; the gods are not what we thought they were. Your great revelation was a crystallizing moment, fulfilled by your oath. You will spread the truth with your voice to whoever has ears to listen, and where that does not dispel the lies, your sword might dispense its own truth.

Tenets of Heresy

Heretics are forged in fire and live by different creeds, but they universally share the following beliefs.

The Gods are a Lie

Your revelation has shown you this that the gods as people know them do not exist, and you may never again accept a religion founded upon them.

Their Prophets are False

Prophets of false gods, including their clerics, paladins, and priests, shall be shown the truth. If they continue to spread their lies, they shall be put to death and their temples destroyed.

Steal from the Gods

You can siphon off the power of the gods, using it to cast your own 'divine' magic, weakening the gods in the process.

Reveal the Truth

Your message will never be accepted easily, for people hold strongly to their beliefs. You must make them see the truth.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Heresy Spells
Paladin LevelSpells

3rd

bane, command

5th

enthrall, hold person

9th

fear, vampiric touch

13th

compulsion, dominate beast

17th

dominate person, hold person

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Blaspheme

You speak words of heresy, profound statements which shake the room. Each unfriendly creature within 30 feet must make a Charisma saving throw. On a failed save, the creature is unable to magically regain hit points for 24 hours.

Burn Effigy

You can immolate your foes as an effigy of the gods. Choose a humanoid that you can see within 30 feet. The target must succeed on a Wisdom saving throw or be paralyzed while you maintain concentration on this effect, to a duration of 1 minute, and take 2d6 fire damage. At the end of each of its turns, the target can make another Wisdom saving throw, ending the effect on a success. On a failure, the creature takes an additional 1d6 fire damage.

Aura of Disbelief (Level 7)

At 7th level, your iconoclasm disempowers the servants of the gods. You and all friendly creatures within 10 feet of you have advantage on saving throws against divine spells, those cast by clerics, paladins, druids, rangers, and other sources the GM deems appropriate.

At 18th level, the range of this aura increases to 30 feet.

Ur Strike (Level 15)

Beginning at 15th level, you not only steal divine power from the gods, you can leech it from mere mortals as well. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d6 necrotic damage to the target and you regain hit points equal to the amount of necrotic damage dealt.

Apostate (Level 20)

At 20th level, fully divorced from the will of the gods, you can assume a form empowered by the influence of your blasphemy, a minor apotheosis. You can transform into a figure composed of dark, whirling energy as an action, which lasts for 1 minute. While you are transformed, you gain the following effects:

  • You are immune to all divine spells and effects.

  • You can add your Charisma modifier to your AC.

  • Your Ur Strikes are empowered. Your Ur Strike deals 4d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt.

Oath of Hexes

Oath of Hexes (Level 3)

Those who swear an oath of hexes are sworn to witch covens, fey creatures, and occult deities of magic, fate, and death. In exchange, this sacred oath empowers paladins with fickle magic to curse those who would try to tempt fate or escape the ire of the Old Gods.

Tenets of Hexes

Serve the Occult. Deities with power over the future have infused you with occult magic. Through your oath, you are made a mortal vessel for their inscrutable will.

Keeper of Secrets. This world harbors dark secrets which are best kept long forgotten. You stand as the protectors of those secrets, preventing them from falling into the hands of weak-willed mortals who would misuse them to evil ends.

Arbiter of Fate. The strands of fate were woven long ago, and it is folly to fight them. Misfortune befalls all.

Show No Mercy. Though some think your strange powers are dark or corrupted, you vanquish evil with the very curses and magics that they would use against you. Show no mercy to those who resist their fate.

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of Hexes Spells table. See the Sacred Oath class feature for how oath spells work.

Channel Divinity

You gain the following Channel Divinity options:

  • Curse of Hexes As an action, you curse one creature you can see within 30 feet of you. When you curse a target, choose an ability score. The chosen creature has disadvantage on attack rolls, saving throws, and ability checks using that ability score for one minute or until it drops to 0 hit points or falls unconscious. At the end of each of the cursed creature's turns, it can make a Charisma saving throw against your spell save DC. On a successful save, the curse ends.

  • Curse of Torment As a bonus action, you curse one creature you can see within 30 feet of you. Searing pain wracks the target for one minute. While suffering this pain, it takes necrotic damage equal to your paladin level at the start of each of its turns. Each time it takes this damage, it can make a Wisdom saving throw against your spell save DC. On a successful save, the pain ends.

Bewitching Aura (Level 7)

You emit an eldritch aura out to a range of 10 feet. When an enemy hits you or a creature within 10 feet of you with an attack, you can use your reaction to force that enemy to make a Charisma saving throw against your spell save DC. On a failed save, you can magically redirect the attack to another creature of your choice within 10 feet of you and within range of the attack. The new target is hit by the attack and suffers all damage and effects.

At 18th level, the range of this aura increases to 30 feet.

Reversal of Fortune (Level 15)

Whenever a creature scores a critical hit against you, the next time you hit that creature with an attack, that attack automatically becomes a critical hit.

Death Hex (Level 20)

A creature afflicted by your Curse of Hexes or Curse of Torment becomes vulnerable to all damage.

Oath of Hope

Oath of Hope (Level 3)

To take the Oath of Hope is to be a pillar of strength for others to draw on. As a divine servant of good you replace despair with hope.

Tenets of Hope

Be an example

If you expect others to do the right thing then you should show them.

Boundless enthusiasm

Overcome despair.

Uplift your fellows

Bring hope to others and leave no room for gloom.

Aim high

Believe in your strength and shatter expectations.

Oath Spells

You gain oath spells at the paladin levels listed.

Channel Divinity: Follow Example

As a bonus action, creatures you choose within 30 feet of you that can see or hear you are urged by your actions to act with alacrity for 1 minute. When you make an attack roll, one of the creatures you chose can use their reaction to make a ranged or melee weapon attack.

Channel Divinity: Guided Strike

When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

Aura of Excellence (Level 7)

Starting at 7th level, creatures you choose within 10 feet of you gain the following benefit: When a creature within your aura (including yourself) misses with an attack roll or fails a saving throw you can use your reaction to roll again, possibly changing the result.

The range of this aura increases to 30 feet at 18th level.

Rise Again (Level 15)

Starting at 15th level, when a creature within your Aura of Excellence is reduced to 0 hit points and not killed outright, you can choose to have them drop to 1 hit point instead. Once you use this ability on a creature, you can't use it again on that creature until you finish a long rest.

The Symbol of Hope (Level 20)

Starting at 20th level you can use your action to undergo a transformation that lasts for 1 minute and grants the following benefits:

  • Creatures you choose within 30 feet of you are immune to being frightened or charmed.

  • When you hit a creature with an attack your allies follow your example. The next attack one of your allies makes against that creature before the start of your next turn has advantage.

Once you use this feature, you can't use it again until you finish a long rest.

Oath of Inquisition

Oath of Inquisition (Level 3)

Paladins who swear the Oath of Inquisition pledge themselves to the security and law of their church with undying zeal. Some are masters of debate and education who return heretics to the flock peacefully, but most are summoned when the time for mercy has long since passed and decimation is the only option.

Most Inquisitors root out corruption within the church rather than battle its external foes. Divine law is infallible, but the church can be as corrupt as any mortal organization. These paladins crush clerical hypocrisy and decimate the irredeemable. Their magic forces their targets to submit to their ultimate authority, demanding humiliating disavowal before a bloody execution.

Tenets of Inquisition (Level 3)

The tenets of the Oath of Inquisition are as ironclad and inflexible as its paladins' faith.

By Any Means Necessary

There is no village too remote, no furtive devil too clandestine, no misinterpretation too complex. Crush heresy and lies and unveil the bloody truth at any cost.

Instrument of Wrath

With every word and deed, motivate followers to do better—fearing you'll come for them next.

Obey No Sinner

Canon law is the only truth, and you recognize no other authority. Your faith must not be swayed by the foibles of corrupt clergy, even those who issue your orders. Instead, treat them with the same ruthlessness you would any other unrepentant sinner.

Oath Spells (Level 3)

You gain oath spells at the paladin levels listed in the Oath of Inquisition spells table. See the Sacred Oath class feature for how oath spells work.

Oath of Inquisition Spells
Paladin LevelSpells

3rd

detect thoughts, bane

5th

knock, zone of truth

9th

fear, counterspell

13th

compulsion, locate creature

17th

geas, planar binding

Competent Zealot (Level 3)

When you swear this oath at 3rd level, you gain proficiency in Religion and your choice of Insight, Intimidation, Investigation, Persuasion, or torturer's implements. If you are already proficient in Religion, choose one other skill and gain proficiency in it.

Regardless of your choice, your proficiency bonus is doubled for any check you make that uses the Religion skill.

Channel Divinity (Level 3)

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Submit to Authority

You can use your action to expend a use of your channel divinity and cast the command spell without expending a spell slot. When you cast command with this feature, you issue both the Approach and Grovel commands to the target, in that order. These effects take place on your turn, rather than the target's. If it ends its movement within your reach, you can make one melee attack against it as part of this action.

Firm Censure

As a bonus action, you can expend a use of your Channel Divinity to gain a +5 bonus to all Charisma (Intimidation) and Charisma (Persuasion) checks, as well as ability checks using torturer's implements for the next 10 minutes. You can also see invisible creatures.

Aura of Supremacy (Level 7)

Starting at 7th level, your uncompromising presence intimidates others into submission while you aren't incapacitated. Hostile creatures within 10 feet of you have disadvantage on ability checks and saving throws to avoid being exhausted, grappled, knocked prone, restrained, or moved between planes.

At 18th level, the range of this aura increases to 30 feet.

Unbending Devotion (Level 15)

Starting at 15th level, so long as you are moving straight toward a hostile creature, you ignore movement penalties caused by difficult terrain and areas of effect, and have a climbing and swimming speed equal to your walking speed. You also resist all damage from terrain, hazards, and other areas of effect that you move through.

I am the Church (Level 20)

At 20th level, you become the ultimate authority on your faith. You can use an action to emanate an aura of incomparable divine authority, which grants you the following benefits for 1 minute:

  • You can use a bonus action to command all creatures you choose within 120 feet of you that can hear you to kneel, knocking them prone. An unwilling creature must succeed on a Wisdom saving throw against your paladin spell save DC to avoid being knocked prone.

  • When you take damage, the target that dared strike you takes radiant damage equal to half the damage you took.

  • You ignore difficult terrain.

Once you use this feature, you can't do so again until you finish a long rest.

Oath of Inquisition

Oath of Inquisition (Level 3)

Truth. All dedicated paladins who become Inquisitors have the same goal: reveal what is hidden, and purge the planes of those who obscure the truth. Those who swear this Oath will stop at nothing to accomplish their goals, and no matter how ruthless their actions, they believe they are justified.

Above all else they despise creatures that hide their true intentions or forms. Fiend, celestial, or fey; it matters not to the Inquisitor paladin. Any creature, no matter its goals, that uses its power to deceive mortals, has forfeited their life.

Tenets of the Inquisition

Inquisitor paladins will stop at nothing to discover the truth, and refuse to hide who they are, or what their purpose is.

  • Absolute Truth

    The truth is out there, and you must do whatever it takes to bring it to light. Those who obscure the truth deserve punishment, and you will deliver that justice.

  • Immutable Forms

    All creatures of the multiverse have a natural form. Those that would seek to physically alter their form or obscure it with magic must be reprimanded.

  • Swift Retribution

    Those who break the laws of the multiverse deserve a punishment to fit their crime. A thief may lose a hand, but an oathbreaker may forfeit their life.

Oath Spells

Oath of Inquisition Spells
Paladin LevelSpells

3rd

charm person, command

5th

moonbeam, zone of truth

9th

clairvoyance, magic circle

13th

arcane eye, charm monster

17th

legend lore, scrying

Channel Divinity: Divine Interrogation

As an action, you can grasp your holy symbol and force a creature you can see within 10 feet, to make an Charisma saving throw. On a failed save, you learn the true name of the creature and it has disadvantage on the first Intelligence, Wisdom, or Charisma saving throw you force it to make within the next minute.

Channel Divinity: Unexpected Inquisition

On your first turn after rolling initiative, you can use a bonus action to hold aloft your holy symbol and force a number of creatures of your choice equal to your Charisma modifier (minimum of 1) within 60 feet to make a Wisdom saving throw. On a failed save, creatures that have not yet taken a turn since rolling initiative are surprised.

Unstoppable Inquisition (Level 7)

Beginning at 7th level, you do not tolerate those who would stand in the way of your quest for truth. Once per turn, when you hit a Large or smaller creature with a melee attack, you can force them to make a Strength saving throw. On a failure, they are knocked prone, in addition to the normal damage.

At 18th level, this ability can also effect Huge creatures.

Iron Will (Level 15)

You have honed your mind to resist any effects that would restrict your agency or obscure the truth for you. Starting at 15th level, you are immune to the charmed condition.

Grand Inquisitor (Level 20)

Upon reaching 20th level, you can use your action to become a divine embodiment of absolute Truth and Law. When you do so, you gain the benefits listed below for one minute:

  • You gain truesight out to a 120-foot radius.

  • All of your attacks trigger your Unstoppable Inquisition.

  • Any shapechanger hit by one of your attacks reverts to its original form and takes an additional 2d8 radiant damage.

Once you use this feature, you must finish a long rest before you can use it again, unless you spend a spell slot of 5th-level or higher to use it an additional time.

Oath of Inquisition

Oath of Inquisition (Level 3)

Paladins who take the Oath of Inquisition are commonly called Inquisitors. An Inquisitor has devoted his life to finding and eliminating practitioners of evil magic. A scholar as well as a warrior, the Inquisitor is unyielding in their efforts to thwart the clerics and wizards who have aligned with the forces of darkness.

Tenets of Inquisition

To an Inquisitor, magic is a sacred force. A spellcaster who refuses to renounce evil invites the fire of an Inquisitor's wrath.

Purity in Magic

To be endowed with magic is a blessing, and mine is to be used righteously.

Know thy Truth

I shall speak forthright, and without fear of reprimand, for I speak the truth.

Cast Out Evil

The twisted monsters and evil magic users are blemishes upon this world. With my oath, I swear to cleanse and purify them.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options

Kneel, Heathen

As an action, you can use your Channel Divinity to force one creature that can see and hear you within 30 feet of you to make a Wisdom saving throw. On a failed saving throw the creature falls prone, and ends its turn at the start of each of its turns for 1 minute or until it takes any damage. At the end of each of the creature's turns it can repeat the saving throw, ending the effect on a success.

Forceful Inquiry

As an action, you can use your Channel Divinity to ask a question of one creature that can see and hear you within 30 feet of you. The question must be phrased so that it can be answered with a yes or no, otherwise this ability fails. The target must succeed on a Wisdom saving throw, or it replies with a truthful answer. A creature is immune to this ability if it is immune to being charmed.

Aura of Suppression (Level 7)

Starting at 7th level, you emanate an aura that quells magic while you're not incapacitated. The aura extends 15 feet from you in every direction. Whenever any enemy within the aura makes a Constitution saving throw to maintain concentration, it has disadvantage on that save. In addition, whenever any ally within the aura makes a save to avoid becoming charmed, frightened, paralyzed, or stunned by a magical effect, it has advantage on that save. At 18th level, the range of this aura increases to 30 feet.

Divine Bulwark (Level 15)

Starting at 15th level, you gain the ability to cast the forbiddance spell using this feature, but only as a ritual, and you cannot make it permanent. Once you cast it in this way, you cannot do so again until you finish a long rest.

Grand Inquisitor (Level 20)

At 20th level, you become an embodiment of divine justice, a grand inquisitor. As an action, you can surround yourself with a radiant glow gaining the following benefits for 1 minute.

  • You have resistance to acid, fire, lightning, necrotic, radiant, and thunder damage.

  • Whenever a creature within 30 feet of you damages you or casts a spell that creature takes 2d6 fire damage and must make a Constitution saving throw or ignite in flames. At the start of each of its turns until the effect ends, the target must make a Constitution saving throw. On a failed save, it takes 2d6 fire damage. On a successful save, the effect ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the effect ends.

Once you use this feature you can't use it again until you finish a long rest.

Oath of Inquisition

Oath of Inquisition (Level 3)

Truth. All dedicated paladins who become Inquisitors have the same goal: reveal what is hidden, and purge the planes of those who obscure the truth. Those who swear this Oath will stop at nothing to accomplish their goals, and no matter how ruthless their actions, they believe they are justified.

Above all else they despise creatures that hide their true intentions or forms. Fiend, celestial, or fey; it matters not to the Inquisitor paladin. Any creature, no matter its goals, that uses its power to deceive mortals, has forfeited their life.

Tenets of Inquisition

Inquisitor paladins will stop at nothing to discover the truth, and refuse to hide who they are, or what their purpose is.

Absolute Truth

The truth is out there, and you must do whatever it takes to bring it to light. Those who obscure the truth deserve punishment, and you will deliver that justice.

Immutable Forms

All creatures of the multiverse have a natural form. Those that would seek to physically alter their form or obscure it with magic must be reprimanded.

Swift Retribution

Those who break the laws of the multiverse deserve a punishment to fit their crime. A thief may lose a hand, but an oathbreaker may forfeit their life.

Channel Divinity

At 3rd level you gain the following Channel Divinity options:

Divine Interrogation

As an action, you can grasp your holy symbol and force a creature you can see within 10 feet, to make an Charisma saving throw. On a failed save, you learn the true name of the creature and it has disadvantage on the first Intelligence, Wisdom, or Charisma saving throw you force it to make within the next minute.

Unexpected Inquisition

On your first turn after rolling initiative, you can use a bonus action to hold aloft your holy symbol and force a number of creatures of your choice equal to your Charisma modifier (minimum of 1) within 60 feet to make a Wisdom saving throw. On a failed save, creatures that have not yet taken a turn since rolling initiative are surprised.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Inquisition Spells
Paladin LevelSpells

3rd

charm person, command

5th

moonbeam, zone of truth

9th

clairvoyance, magic circle

13th

arcane eye, charm monster

17th

legend lore, scrying

Unstoppable Inquisition (Level 7)

Beginning at 7th level, you do not tolerate those who would stand in the way of your quest for truth. Once per turn, when you hit a Large or smaller creature with a melee attack, you can force them to make a Strength saving throw. On a failure, they are knocked prone, in addition to the normal damage.

At 18th level, this ability can also effect Huge creatures.

Iron Will (Level 15)

You have honed your mind to resist any effects that would restrict your agency or obscure the truth for you. Starting at 15th level, you are immune to the charmed condition.

Grand Inquisitor (Level 20)

Upon reaching 20th level, you can use your action to become a divine embodiment of absolute Truth and Law. When you do so, you gain the benefits listed below for one minute:

  • You gain truesight out to a 120-foot radius.

  • All of your attacks trigger your Unstoppable Inquisition.

  • Any shapechanger hit by one of your attacks reverts to its original form and takes an additional 2d8 radiant damage.

Oath of Judgment

Oath of Judgment (Level 3)

The Oath of Judgment is taken by paladins who emulate the kings of old, tempering wrath with law and strength with wisdom. From their throne they wield the powers of judge, jury, and executioner, smiting those they deem their foes. Storm and lightning represent the sudden, irrevocable, and inescapable nature of their judgment.

Tenets of Judgment

The tenets of the Oath of Judgement echo the sacred laws of ancient kings, handed down throughout the ages.

Temper Strength with Wisdom

As a king you must possess both the shrewdness to make sound judgments and the power to enforce them. One without the other is folly.

Majesty

Your power is that of a king; if you wish to command the respect and authority of a king so too must you bear the responsibility and dignity of a king.

Wrath

Once passed, your judgment is absolute. Mercy can be given, but not after the verdict has been decided. Only blood can pay for blood.

Oath Spells

You gain oath spells at the paladin levels listed.

Channel Divinity: Fulminating Smite

As a bonus action you imbue your weapon with lightning. Until the end of your turn, your melee weapon attacks become ranged (100 ft.) and deal lightning damage. You can use your Charisma instead of Strength or Dexterity for these attacks. These attacks also deal 1d8 bonus lightning damage. When you make a ranged attack in this way, being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls.

Channel Divinity: Exile

As an action you can use your Channel Divinity to turn humanoids. Each enemy humanoid within 30 feet of you that can see or hear you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned until the end of your next turn or until it takes any damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

Aura of the King (Level 7)

Beginning at 7th level, your commanding presence saps the will from your foes. Enemies who begin their turn within 10 feet of you lose an amount of movement equal to half their speed until the end of their turn.

At 18th level, the range of this aura increases to 30 feet.

Eye for an Eye (Level 15)

Starting at 15th level, when you are damaged by a melee attack, the attacker must succeed on a Dexterity saving throw against your paladin spell save DC or take lightning damage equal to half your paladin level.

Avatar of Judgment (Level 20)

At 20th level you can use an action to channel your wrath for 1 minute, gaining the following benefits:

  • You have resistance to all damage, and immunity to lightning and thunder damage.

  • Your melee weapon attacks become ranged (100 ft.) and deal lightning damage. You can use your Charisma instead of Strength or Dexterity for the attack.

  • Your weapon attacks score critical hits on a roll of 18, 19, or 20 on the d20.

Once you use this feature, you can't use it again until you finish a long rest.

Oath of Judgment

Oath of Judgment (Level 3)

You have sworn to balance the cosmic scales of the universe, following in the footsteps of the Warrior-Saint, an immortal justiciar who fights to maintain order and balance between the infinite planes. Those who take this oath are forever bound to fight and slay creatures that go against the order of the cosmos, such as fiends that would seek to destroy the heavens, or angels that hunger to purify the hells. Otherworldly entities such as the ever-conflicting Alrisen often attract the attentions of these justiciars, who work to support the losing side so that the world will not be destroyed by their conflict, and so all mortal individuals will retain the right to choose instead of being forced to obey the unconscious desires of greater beings. If a conflict arises that cannot be contained by words alone, it is your task to decide the outcome. You are the judge and the executioner, and the world is your courtroom. All shall rise in your honor, and all shall fall by your hand.

Tenets of Judgment

The tenets of the Oath of Judgment are commonly witnessed by a scribeant swarm, which records the event in perfect clarity for review by the Warrior-Saint itself. This oath holds the following four ideals above all others:

Know the Truth: Always seek a full understanding of the reality of the situation, and let no illusions stand before your impartial gaze.

Destroy the Guilty: Order must be maintained and enforced without exception. There will always be another villain to replace this one.

Maintain the Balance: Angels and demons, fey and nightmares from beyond the planes, all must heed the order of the cosmos. Defiance is death.

Harmonize the Scales: Sometimes, there is no enemy before you. Work to undo the damage done by the accused.

Oath Spells

You gain oath spells at the paladin levels listed.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

As Above

As a bonus action, you can use your Channel Divinity feature to call down cosmic fire from the higher planes to burn away a creature you can see within 30 feet of you. The target must make a Charisma saving throw against your paladin spell save DC. If it fails, it takes radiant damage equal to 10 + your paladin level and become immersed in an ethereal light, preventing it from taking the Hide action or being invisible for 1 minute.

So Below

As an action, you can use your Channel Divinity feature to summon the corrupted vigor of the lower planes to lend power to your voice. Each fey, celestial, and aberration within 30 feet of you must make a Wisdom saving throw against your paladin spell save DC. On a failed save, the creature is turned for 1 minute.

A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you or take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

If the creature's true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned.

Aura of Censure (Level 7)

Beginning at 7th level, the powers of the servants of otherworldly entities wither before your impartial gaze. Spell attacks targeting allied creatures within 10 feet of you are made with disadvantage.

At 18th level, the range of this aura increases to 30 feet.

From Whence You Came (Level 15)

Starting at 15th level, whenever you hit a creature with a melee attack and activate your Divine Smite feature, you can choose to push the creature up to 15 feet directly away from you.

Cosmic Executioner (Level 20)

At 20th level, you finally understand that the Warrior-Saint was once a mortal paladin like you who had taken the same oath you did. As an action, you can channel its power, causing the Saint's ethereal hands to manifest from your back. For one minute, you gain the following benefits:

  • You gain resistance to all damage.

  • Damage you deal ignores resistance and immunity.

  • If you would be affected by a spell of 5th level or lower that deals damage, you can use your reaction to cast that same spell without expending a spell slot.

  • When you move, you can teleport an equal distance instead.

Oath of Justice

Oath of Justice (Level 3)

The Oath of Justice is a commitment not to the tenets of good or evil but a holy vow sworn to uphold the laws of a nation, a city, or even a tiny village. When lawlessness threatens the peace, those who swear to uphold the Oath of Justice intervene to maintain order, for if order falls to lawlessness, it is only a matter of time before all of civilization collapses into anarchy.

While many young paladins take this oath to protect their country and the people close to them from criminals, some older adherents to this oath know that what is just is not necessarily what is right.

Tenets of Justice

All paladins of justice uphold the law in some capacity, but their oath differs depending on their station. A paladin who serves a queen upholds slightly different tenets than one who serves a small town.

Uphold the Law

The law represents the triumph of civilization over the untamed wilds. It must be preserved at all costs.

Punishment Fits the Crime

The severity of justice acts in equal measure to the severity of a wrongdoer's transgressions.

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of Justice Spells table. See the Sacred Oath class feature for how oath spells work.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Tether of Righteousness

You can use your Channel Divinity to bind your target to you. As an action, you extend a line of energy toward a creature you can see within 30 feet of you. That creature must make a Dexterity saving throw. On a failure, it is tethered and can't move more than 30 feet away from you for 1 minute. While tethered, the target takes lightning damage equal to your Charisma modifier (minimum of 1) at the end of each of its turns. You can use an action to make a Strength (Athletics) check opposed by the tethered creature's Strength (Athletics) or Dexterity (Acrobatics) check (the creature's choice). On a success, you can pull the creature up to 15 feet in a straight line toward you. As an action, the tethered creature can make a Strength check against your spell save DC. On a success, it breaks the tether.

Justicar's Celerity

You can use your Channel Divinity to respond to danger with lightning speed. When a creature that you can see is attacked, you can move up to your speed as a reaction. If you end your movement within 5 feet of the attacker, you can make one melee attack against it as part of this reaction. If you end your movement within 5 feet of the target of the attack, you can become the target of the attack instead as part of this reaction.

Disciplined Pursuant (Level 7)

At 7th level, you can bend the laws of magic to parallel the laws of civilization. When you reduce a creature to 0 hit points with a spell or Divine Smite, you can choose to knock out the creature instead of killing it. The creature falls unconscious and is stable.In addition, once per turn when you deal radiant damage to a creature, you can force it to make a Constitution saving throw. On a failure, its speed is halved until the end of its next turn. If you deal radiant damage to more than one creature, you can choose only one creature to be affected by this feature.

Shackles of Light (Level 15)

Starting at 15th level, once per turn when you deal radiant damage to a creature, it must make a Constitution saving throw. On a failure, it is restrained by golden, spectral chains until the end of its next turn. If you deal radiant damage to more than one creature, you can choose only one such creature to be affected by this feature. The target of this feature can be different from the target of your Disciplined Pursuant feature.

Avatar of Perfect Order (Level 20)

At 20th level, you can take on the appearance of justice itself. As an action, you become wreathed in a garment of cold light. For 1 minute, you benefit from the following effects:

  • You are immune to bludgeoning, piercing, and slashing damage.

  • You can use your Justicar's Celerity feature without expending a use of Channel Divinity.

  • When a creature you can see takes the Attack or Cast a Spell action, you can use your reaction to force it to make a Wisdom saving throw. On a failure, it must take a different action of your choice instead.

Once you use this feature, you can't use it again until you finish a long rest.

Oath of Leadership

Oath of Leadership (Level 3)

Paladins who swear the Oath of Leadership reject lofty idealism and swear a personal commitment to those under their charge. Whether they be sea captains, military officers, or mercenary leaders, these knights believe that command is a sacred contract of service and not a means to an end. Their oath bids them to protect, guide, and do right by those that would follow them.

Tenets of Leadership

The tenets of the Oath of Leadership demands a paladin do right by those who they are responsible for.

Burden of Leadership

You are in service of those who follow you, and you bear responsibility for the actions of your followers.

Chart the Course

A leader's duty is to chart a path forward. Be thoughtful, but decisive. Determine the necessary steps and follow through to the end.

Create Unity

The strength of many exceeds the strength of an individual. Bring people together toward a shared goal.

Lead by Example

Never give an order that you yourself would not follow.

Oath Spells

You gain oath spells at the paladin levels listed.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Captain's Command

As a bonus action, you can use your Channel Divinity to call out to one creature you can see within 60 feet of you. If it can hear you, the creature can use its reaction to take the Attack (one weapon attack only), Dash, Dodge, or Use an Object action.

The number of creatures you can call out to when you use this Channel Divinity increases when you reach higher levels in this class, to two creatures at 7th level, three creatures at 15th level, and four creatures at 20th level.

Together We Triumph

When you succeed on a saving throw against an effect that targets at least one other creature within 30 feet of you, you can use your reaction to use your Channel Divinity to choose a number of creatures up to your Charisma modifier (minimum of 1 creature) that you can see within 30 feet of you. If a chosen creature can see or hear you, it automatically succeeds its the saving throw against the triggering effect. You can choose to use this Channel Divinity after all the saving throws are rolled, but before the outcomes are determined.

Aura of Morale (Level 7)

Starting at 7th level, you radiate an aura of confidence that inspires those who follow you. When you score a critical hit or reduce a creature to 0 hit points, you can choose any number of creatures other than yourself within 10 feet of you. If a chosen creature can see or hear you, it gains temporary hit points equal to your Charisma modifier (minimum of 1 hit point), which last for 1 minute. While a creature has these hit points, it has advantage on attack rolls and ability checks.

At 18th level, the range of this aura increases to 30 feet.

Aegis of Trust (Level 15)

Starting at 15th level, those who follow you are protected by their trust in you. While a creature has temporary hit points granted by you, it has resistance to all damage.

Commanding Presence (Level 20)

At 20th level, you can manifest divine power to become an avatar of unquestionable authority. You can use your action to gain the following benefits for 1 minute:

  • You can cause your voice to boom up to ten times as loud as normal and be audible from up to 1 mile away.

  • When you deal damage to a creature with your Divine Smite, you can mark it for your allies to strike down. Until the start of your next turn, the creature takes an additional 1d8 radiant damage whenever it is hit by an attack.

  • You can cast command as a bonus action on your turn, without expending a spell slot.

Once you use this feature, you can't use it again until you finish a long rest.

Oath of Leadership

Oath of Leadership (Level 3)

Paladins who swear the Oath of Leadership reject lofty idealism and swear a personal commitment to those under their charge. Whether they be sea captains, military officers, or mercenary leaders, these knights believe that command is a sacred contract of service and not a means to an end. Their oath bids them to protect, guide, and do right by those that would follow them.

Tenets of Leadership

The tenets of the Oath of Leadership demands a paladin do right by those who they are responsible for.

Burden of Leadership

You are in service of those who follow you, and you bear responsibility for the actions of your followers.

Chart the Course

A leader's duty is to chart a path forward. Be thoughtful, but decisive. Determine the necessary steps and follow through to the end.

Create Unity

The strength of many exceeds the strength of an individual. Bring people together toward a shared goal.

Lead by Example

Never give an order that you yourself would not follow.

Oath Spells

You gain oath spells at the paladin levels listed.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Captain's Command

As a bonus action, you can use your Channel Divinity to call out to one creature you can see within 60 feet of you. If it can hear you, the creature can use its reaction to take the Attack (one weapon attack only), Dash, Dodge, or Use an Object action.

The number of creatures you can call out to when you use this Channel Divinity increases when you reach higher levels in this class, to two creatures at 7th level, three creatures at 15th level, and four creatures at 20th level.

Together We Triumph

When you succeed on a saving throw against an effect that targets at least one other creature within 30 feet of you, you can use your reaction to use your Channel Divinity to choose a number of creatures up to your Charisma modifier (minimum of 1 creature) that you can see within 30 feet of you. If a chosen creature can see or hear you, it automatically succeeds its the saving throw against the triggering effect. You can choose to use this Channel Divinity after all the saving throws are rolled, but before the outcomes are determined.

Aura of Morale (Level 7)

Starting at 7th level, you radiate an aura of confidence that inspires those who follow you. When you score a critical hit or reduce a creature to 0 hit points, you can choose any number of creatures other than yourself within 10 feet of you. If a chosen creature can see or hear you, it gains temporary hit points equal to your Charisma modifier (minimum of 1 hit point), which last for 1 minute. While a creature has these hit points, it has advantage on attack rolls and ability checks.

At 18th level, the range of this aura increases to 30 feet.

Aegis of Trust (Level 15)

Starting at 15th level, those who follow you are protected by their trust in you. While a creature has temporary hit points granted by you, it has resistance to all damage.

Commanding Presence (Level 20)

At 20th level, you can manifest divine power to become an avatar of unquestionable authority. You can use your action to gain the following benefits for 1 minute:

  • You can cause your voice to boom up to ten times as loud as normal and be audible from up to 1 mile away.

  • When you deal damage to a creature with your Divine Smite, you can mark it for your allies to strike down. Until the start of your next turn, the creature takes an additional 1d8 radiant damage whenever it is hit by an attack.

  • You can cast command as a bonus action on your turn, without expending a spell slot.

Once you use this feature, you can't use it again until you finish a long rest.

Oath of Legacy

Oath of Legacy (Level 3)

The Oath of Legacy is one of the most selfless of all oaths, one that binds the paladin to a life of service and the fulfillment of others. They are sometimes known as bearers or oath keepers and they make it their mission to continue the legacies of those that came before them. The paladins that uphold this oath often come from ancient orders formed around the legends of ancient heroes, or are created as bulwarks against recurring, undying threats. In short, whenever a defeated evil rears its ugly head again or when a champion falls tragically short in their ordained mission, these paladins are sure to answer the call to action.

As part of their training, paladins that uphold this oath often carry relics or keepsakes with them that remind them of their missions. They impart great power into these objects carry and as part of that, they are often found with the trophies harvested from worthy foes as a means of carrying on their admirable spirit.

Tenets of Legacy

The tenets of the Oath of Legacy bind a paladin to a life of servitude and tradition.

Serve with Humility

Understand that you serve a story larger than yourself. Your role is to finish someone else's journey, not to start your own.

Continue the Chain

You are a single link in a long chain of legacy and tradition. It is your duty to make sure that the chain remains unbroken.

Honour the Past

The past contains lessons that must be learned and applied. Honour those that came before you and take their wisdom to heart.

Respect the Fallen

There is no shame in failure and respect should be given to those that at least tried. This even extends to your foes if they fought with honour and a noble spirit.

Oath Spells

You gain oath spells at the paladin levels listed. See the Sacred Oath class feature for how oath spells work.

Oath of Legacy Spells

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Channel Divinity: Invoke Legacy

As an action, you present an item that is either a harvestable material or a possession from a creature you helped kill. The presented item may also include a crafted item that was made out of a material you harvested. Either way, all creatures within 30 feet of you that can see you that are of the same creature type as that of the harvested material or possession must succeed on a Wisdom saving throw or be charmed by you for 1 minute or until it takes damage. While charmed in this way, a creature reveres you as a worthy figure to be watched and respected; their speed becomes 0 and they cannot benefit from bonuses to their speed.

At your DM's discretion, objects looted from particularly famous figures may impose disadvantage on the saving throw. For example, vampire spawn may have disadvantage on their saving throw if you present an item taken from the Vampire Lord Strahd Von Zarovich.

Channel Divinity: Pass the Torch

When you either harvest a material or take a possession from a creature that you helped kill, you may use your reaction to whisper ancient prayers and use your Channel Divinity. If you do so, your current and maximum hit points increase by a number equal to that creature's challenge rating (minimum of 1) + your Paladin level. If the creature does not have a challenge rating, use their class level instead. This increase lasts until the end of your next long rest.

Aura of Continuation (Level 7)

Starting at 7th level, you and friendly creatures within 10 feet of you can't be paralyzed, petrified, or stunned while you are conscious.

At 18th level, the range of this aura increases to 30 feet.

Glory in Defeat (Level 15)

Starting at 15th level, you are able to ensure that even in defeat, you and your allies remain victorious. If you or an allied creature you can see within 30 feet of you drops to 0 hit points, you may use your reaction to allow that creature to immediately perform one final action of their choice before falling unconscious. They may choose to do anything that would normally take an action to do unless that action would result in them recovering hit points. If they take damage in the course of this action, they are still considered to be at 0 hit points for the sake of resolving death saving throw failures. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Inheritor of Legend (Level 20)

At 20th level, you can use your action to embody the spirit of a legendary hero, becoming an unstoppable force in the process. For the next minute, you gain the following benefits:

  • Whenever you fail an attack roll, saving throw, or ability check, you may use your reaction to succeed instead.

  • You act as if you are under the freedom of movement spell.

  • When an allied creature starts its turn within 10 feet of you, they gain a number of temporary hit points equal to your Charisma modifier (minimum of 0)

Once you use this feature, you can't use it again until you finish a long rest.

Oath of Liberty

Oath of Liberty (Level 3)

History is pervaded with the presence of oppression and tyranny. But the tales of liberation—of freedom hard-fought for and won—are always the tales that inspire the most. People yearn to be free, and paladins who take the Oath of Liberty will give their all so that others may claim that freedom. Some call them freedom fighters, holy liberators, or knight saviors, but they humbly refuse the mantle of hero. To these paladins, they fight to preserve the freedom of all people, a thing which they believe shouldn't have to be fought for, in a perfect world. They're merely putting right what went wrong.

In the world of Eberron, many Paladins of Liberty devote themselves to Olladra, Dol Arrah, or Boldrei, but far more of these paladins follow no particular faith, except faith in the Code of Galifar. When it still existed, the Kingdom of Galifar was a shining example of just rule and protection against tyranny. It is said Galifar the First personally freed goblins from slavery and offered them full rights of citizenship in the nation he was forging. The Code of Galifar also guarantees the rights of all intelligent folk, be they human, elf, ogre, goblin, or gnoll, the right to life and liberty. In the current day, the reemergence of the institution of slavery with the rise of Darguun and Droaam has driven many paladins to speak new oaths, swearing by the law of a kingdom that no longer is, in the hope of a brighter tomorrow.

Tenets of Liberty

Paladins who swear an Oath of Liberty are usually fiercely individualistic and chafe under conformity, so there are as many different variations on the oath as there are paladins who swear it. However, they all share the same dedication to these ideals.

Freedom

Life is only worth living when lived free. The shackles of tyranny and oppression steal a person's ability to be who they were truly meant to be. One's destiny can only be attained when the choices leading up to it were free to be made.

Knowledge

In order to truly be free, you must be able to make informed decisions. You treasure knowledge that instills a deeper understanding of actions and consequences, and you are eager to teach and foster critical thinking in others, so they can make their own choices instead of blindly trusting another's decisions, even your own.

Equality

No one is born with inherently more value than another. Society might have granted the nobility the right to rule the common folk, but this is an accident of circumstance, as far as you are concerned. All sentient people are of equal value in your eyes.

Humility

You know all too well how much damage an out-of-control ego can do. Most tyrants don't see their own flaws, and their natural charisma and leadership ability allows them to exploit those around them. As a paladin, you are only too aware how similar you are to these despots, and how easy it might be for you to become one without realizing it. You are very conscious to seek the input of others and consider all opinions, deliberately stepping away from positions of sole leadership and authority.

Oath Spells

You gain oath spells at the paladin levels listed.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Bestow Epiphany

As a reaction, when a creature within 30 feet of you makes an ability check, you can use your Channel Divinity to bestow instant divine insight, giving that creature a +10 bonus to the roll. You make this choice as you see the roll, but before the DM says whether the outcome of the check is a success or failure.

Break Command

As a reaction, you use your Channel Divinity and shout a divine word that can break an ally free of mental chains. One ally within 30 feet that can hear and understand you may immediately attempt another saving throw with advantage against any one effect imposed upon them by a failed Intelligence, Wisdom, or Charisma saving throw. If this saving throw succeeds, the effect on them ends immediately.

Aura of Freedom (Level 7)

Starting at 7th level, you and friendly creatures within 10 feet of you can't become paralyzed while you are conscious.

At 18th level, the range of this aura increases to 30 feet.

Breaker of Chains (Level 15)

When you reach 15th level, any non-magical lock or restraint upon an unwilling living creature is automatically affected by a knock spell if it enters your Aura of Freedom or your Aura of Freedom moves so as to overlap it. The object also shatters and is destroyed, and the noise this makes replaces the loud knock as per the spell. This noise is also audible from as far away as 300 feet.

Additionally, when a magical lock or restraint is within your Aura of Freedom, you may cast knock on it once without expending a spell slot. Once you cast knock in this way, you must complete a short or long rest before you may do so again.

Angel of Deliverance (Level 20)

At 20th level, you can assume the form of an angelic savior. Using your action, you undergo a transformation. For 1 hour, you gain the following benefits:

  • Wings sprout from your back and grant you a flying speed of 60 feet.

  • You emanate an aura of liberty in a 60-foot radius. Within this radius, your allies are unaffected by difficult terrain, have advantage on Dexterity saving throws, can move without provoking opportunity attacks, and attack rolls against them are made with disadvantage.

Once you use this feature, you can't use it again until you finish a long rest.

Oath of Liberty

Oath of Liberty (Level 3)

The Oath of Liberty calls paladins to use their power to stand with the oppressed against tyranny. It is not enough to enact justice, but to see that justice is fairly applied to all. Paladins of Liberty are often despised by those who have seized power through nefarious means. Seen as threats to the established order, those who swear this Oath and are often persecuted.

Tenets of Liberty

A paladin of Liberty often emblazons their oath upon their shield and refuses to hide or obscure what they stand for.

  • Equality

    Birth, wealth, and status do not matter. Everyone is equal in your eyes. The mighty should be made low, and the lowly raised up. All people should have access to their basic needs, regardless of their birth, status, or wealth.

  • Freedom

    Every creature has a right to be free and equal under the law of the land. Bring freedom to those who are enslaved and bring justice to those who abuse their power.

Channel Divinity: Admonish the Tyrannical

As a reaction when a creature deals damage to a creature within 30 feet, you can grasp your holy symbol to rebuke them. For the next minute, the attacker has disadvantage on any attack roll that doesn't target you.

Channel Divinity: Shield the Meek

As a reaction when a creature within 30 feet is hit by an attack, you can grasp your holy symbol, and grant it a bonus to their Armor Class equal to your Charisma modifier (minimum of +1), possibly turning the attack into a miss. This bonus lasts until the beginning of your next turn.

Aura of Solidarity (Level 7)

The strength of your convictions protects those who stand alongside you. Starting at 7th level, when an allied creature within 10 feet of you takes damage, the damage is reduced by an amount equal to your Charisma modifier (minimum of 1).

At 18th level the range of this ability increases to 30 feet.

Shelter the Innocent (Level 15)

Starting at 15th level, you can take the Help action as a bonus action, so long as the target is within your Aura of Solidarity.

Heroic Sacrifice (Level 20)

You can enact the ultimate sacrifice, laying down your life for your allies. At 20th level, you can use an action to distribute your remaining hit points and spell slots among creatures within 60 feet of you, following the rules below:

  • You can divide hit points and spell slots in any increment, among any creatures of your choice within range.

  • Any hit points you give to creatures that go over their hit point maximum become temporary hit points for them.

  • For a creature to receive one of your spell slots, they must have an expended a spell slot of the same level or lower.

Immediately after you distribute your remaining hit points and spell slots you fall to zero hit points, and are unconscious but stabilized. Once you use this ability you must finish a long rest before you can use it again.

Oath of Liberty

Oath of Liberty (Level 3)

The Oath of Liberty calls paladins to use their power to stand with the oppressed against tyranny. It is not enough to enact justice, but to see that justice is fairly applied to all. Paladins of Liberty are often despised by those who have seized power through nefarious means. Seen as threats to the established order, those who swear this Oath and are often persecuted.

Tenets of Liberty

A paladin of Liberty often emblazons their oath upon their shield and refuses to hide or obscure what they stand for.

Equality

Birth, wealth, and status do not matter. Everyone is equal in your eyes. The mighty should be made low, and the lowly raised up. All people should have access to their basic needs, regardless of their birth, status, or wealth.

Freedom

Every creature has a right to be free and equal under the law of the land. Bring freedom to those who are enslaved and bring justice to those who abuse their power.

Channel Divinity

At 3rd level you gain the following Channel Divinity options:

Admonish the Tyrannical

As a reaction when a creature deals damage to a creature within 30 feet, you can grasp your holy symbol to rebuke them. For the next minute, the attacker has disadvantage on any attack roll that doesn't target you.

Shield the Meek

As a reaction when a creature within 30 feet is hit by an attack, you can grasp your holy symbol, and grant it a bonus to their Armor Class equal to your Charisma modifier (minimum of +1), possibly turning the attack into a miss. This bonus lasts until the beginning of your next turn.

Oath Spells

You gain oath spells at the paladin levels listed.

Aura of Solidarity (Level 7)

The strength of your convictions protects those who stand alongside you. Starting at 7th level, when an allied creature within 10 feet of you takes damage, the damage is reduced by an amount equal to your Charisma modifier (minimum of 1).

At 18th level the range of this ability increases to 30 feet.

Shelter the Innocent (Level 15)

Starting at 15th level, you can take the Help action as a bonus action, so long as the target is within your Aura of Solidarity.

Heroic Sacrifice (Level 20)

You can enact the ultimate sacrifice, laying down your life for your allies. At 20th level, you can use an action to distribute your remaining hit points and spell slots among creatures within 60 feet of you, following the rules below:

  • You can divide hit points and spell slots in any increment, among any creatures of your choice within range.

  • Any hit points you give to creatures that go over their hit point maximum become temporary hit points for them.

  • For a creature to receive one of your spell slots, they must have an expended a spell slot of the same level or lower.

Immediately after you distribute your remaining hit points and spell slots you fall to zero hit points, and are unconscious but stabilized. Once you use this ability you must finish a long rest before you can use it again.

Oath of Love

Oath of Love (Level 3)

The Oath of Love is the expression of mankind's oldest comfort. Paladins who take this oath vow to protect the bonds between lovers, family, friends and companions; the bonds that tie and make us who we are, that give us strength in the darkest times and are at the center of the brightest.

Many who pledge themselves to this oath do so to defend those whom they hold dear. Others are more selfless in their honor of the oath, seeking to spread love to those who've scarcely felt it, to play matchmaker and counselor to the forlorn, and to interject and smite any who use false promises of love as a tool to control others.

Tenets of Love

Though the perceptions of bonds and relationships vary between cultures and peoples, paladins of the Oath of Love rely on the following tenets to help them understand and protect those who share deep connections.

  • Acceptance

    The bond between willing people may sometimes be shunned by the society they inhabit. Their love, however, is valid and should be respected as any other. People should not be punished for following their heart and being with whom makes them happiest.

  • Hope

    The kiss of a lover, the embrace of a mother, the smile of a brother; these memories keep us company in their absence and remind us that there are reasons to endure. Promises of better days with those who truly care for us help us push through whatever difficulties we face.

  • Kindness

    Acts of kindness and gentle words of understanding help soothe the scorned and hurt. Happiness begets happiness, and those who walk unburdened by misery will, in turn, be kinder to another.

  • Understanding

    There will be conflict between even the most loving people. Putting oneself in the other's position and seeing the matter from their perspective will help in deciding how to proceed in any given situation.

Oath Spells

Channel Divinity: Benevolent Promise

You can use your Channel Divinity to form a divine connection with another creature that emboldens and protects you both.

As an action, choose a willing creature within 30 feet of you. As long as you are within line of sight of each other, you and they have advantage on the first attack roll or ability check made on your respective turns.

Additionally, when either of you is targeted with an attack, the other may use their reaction to add their proficiency bonus to the targeted creature's armor class for that attack.

This connection breaks if either of you finishes your turn more than 30 feet apart from the other. Otherwise, it last for 1 minute.

Channel Divinity: Poet's Eloquence

You can use your Channel Divinity to help bring to life the words in your heart.

As a bonus action, grant yourself proficiency in Charisma (Persuasion) checks and Charisma (Performance) checks for 10 minutes.

If you are already proficient in these skills when you use this Channel Divinity, you double your proficiency bonus for ability checks made with these skills.

Soothing Touch (Level 7)

Starting at 7th level, your touch assuages and comforts the ailing.

When you use your Lay on Hands feature, you can spend 5 hit points from your pool of healing to end a condition affecting that creature. The condition can be blinded, charmed, deafened, frightened, or paralyzed.

You can end multiple conditions with a single use of your Lay on Hands, spending hit points separately for each one.

Everlasting Bond (Level 15)

Beginning at 15th level, you are able to perform a ritual that deepens the connection between creatures who love one another.

Choose a number of willing creatures equal to your Charisma modifier (this may include yourself), they must be within 30 feet of you during the performance of the ritual; over the course of 24 hours, an extraordinary bond forms between these creatures giving them the following benefits:

  • While in line of sight of each other, bonded creatures can communicate telepathically with one another;

  • Within a 1 mile radius, bonded creatures know the exact location of the creatures with whom they are bonded;

  • While in the same plane of existence, bonded creatures may appear in and shape each others dreams;

  • Bonded creatures may eschew the material components necessary to cast the Revivify and Raise Dead spells on creatures with whom they are bonded;

A bonded creature may willingly suspend the effects of the bond at any time (no action required). In the same way, a bonded creature may willingly break their bond to one or more of the creatures with whom they are bonded.

Creatures may only partake in this ritual once. If a creature breaks their bond to one or more of the creatures with whom they are bonded, they may ask the paladin who performed the ritual to mend it; however, the bond can only be mended if the creatures who partook in the ritual agree to have their bond reforged with the one who broke it.

Otherwise, this bond lasts for the lifetime of the last living bonded creature.

Paragon of Love (Level 20)

At 20th level, you embody the guarding aspects of love.

As an action, you become a flawless version of yourself in the eyes of those who see you, and you emanate a protective aura in a 30-foot radius. Creatures friendly to you (including yourself) within the aura gain the following benefits:

  • They become resistant to poison and psychic damage;

  • They gain 10 temporary hit points at the start of their turns;

  • Whenever a creature makes an attack roll against those protected by the aura, they must make a Charisma saving throw against your spell save DC. On a fail, they suffer a penalty to that roll equal to your proficiency bonus;

While this aura is active, you can use your Lay on Hands ability on any creature within the 30-foot radius as a bonus action.

This aura lasts for 1 minute, or until you dismiss it as a bonus action.

Once you use this feature, you can't use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.

Oath of Love

Oath of Love (Level 3)

The Oath of Love is the expression of mankind's oldest comfort. Paladins who take this oath vow to protect the bonds between lovers, family, friends and companions; the bonds that tie and make us who we are, that give us strength in the darkest times and are at the center of the brightest.

Many who pledge themselves to this oath do so to defend those whom they hold dear. Others are more selfless in their honor of the oath, seeking to spread love to those who've scarcely felt it, to play matchmaker and counselor to the forlorn, and to interject and smite any who use false promises of love as a tool to control others.

Tenets of Love

Though the perceptions of bonds and relationships vary between cultures and peoples, paladins of the Oath of Love rely on the following tenets to help them understand and protect those who share deep connections.

Acceptance

The bond between willing people may sometimes be shunned by the society they inhabit. Their love, however, is valid and should be respected as any other. People should not be punished for following their heart and being with whom makes them happiest.

Hope

The kiss of a lover, the embrace of a mother, the smile of a brother; these memories keep us company in their absence and remind us that there are reasons to endure. Promises of better days with those who truly care for us help us push through whatever difficulties we face.

Kindness

Acts of kindness and gentle words of understanding help soothe the scorned and hurt. Happiness begets happiness, and those who walk unburdened by misery will, in turn, be kinder to another.

Understanding

There will be conflict between even the most loving people. Putting oneself in the other's position and seeing the matter from their perspective will help in deciding how to proceed in any given situation.

Oath Spells

You gain oath spells at the paladin levels listed.

Channel Divinity: Benevolent Promise

You can use your Channel Divinity to form a divine connection with another creature that emboldens and protects you both.

As an action, choose a willing creature within 30 feet of you. As long as you are within line of sight of each other, you and they have advantage on the first attack roll or ability check made on your respective turns.

Additionally, when either of you is targeted with an attack, the other may use their reaction to add their proficiency bonus to the targeted creature's armor class for that attack.

This connection breaks if either of you finishes your turn more than 30 feet apart from the other. Otherwise, it last for 1 minute.

Channel Divinity: Poet's Eloquence

You can use your Channel Divinity to help bring to life the words in your heart.

As a bonus action, grant yourself proficiency in Charisma (Persuasion) checks and Charisma (Performance) checks for 10 minutes.

If you are already proficient in these skills when you use this Channel Divinity, you double your proficiency bonus for ability checks made with these skills.

Soothing Touch (Level 7)

Starting at 7th level, your touch assuages and comforts the ailing.

When you use your Lay on Hands feature, you can spend 5 hit points from your pool of healing to end a condition affecting that creature. The condition can be blinded, charmed, deafened, frightened, or paralyzed.

You can end multiple conditions with a single use of your Lay on Hands, spending hit points separately for each one.

Everlasting Bond (Level 15)

Beginning at 15th level, you are able to perform a ritual that deepens the connection between creatures who love one another.

Choose a number of willing creatures equal to your Charisma modifier (this may include yourself), they must be within 30 feet of you during the performance of the ritual; over the course of 24 hours, an extraordinary bond forms between these creatures giving them the following benefits:

  • While in line of sight of each other, bonded creatures can communicate telepathically with one another;

  • Within a 1 mile radius, bonded creatures know the exact location of the creatures with whom they are bonded;

  • While in the same plane of existence, bonded creatures may appear in and shape each others dreams;

  • Bonded creatures may eschew the material components necessary to cast the Revivify and Raise Dead spells on creatures with whom they are bonded;

A bonded creature may willingly suspend the effects of the bond at any time (no action required). In the same way, a bonded creature may willingly break their bond to one or more of the creatures with whom they are bonded.

Creatures may only partake in this ritual once. If a creature breaks their bond to one or more of the creatures with whom they are bonded, they may ask the paladin who performed the ritual to mend it; however, the bond can only be mended if the creatures who partook in the ritual agree to have their bond reforged with the one who broke it.

Otherwise, this bond lasts for the lifetime of the last living bonded creature.

Paragon of Love (Level 20)

At 20th level, you embody the guarding aspects of love.

As an action, you become a flawless version of yourself in the eyes of those who see you, and you emanate a protective aura in a 30-foot radius. Creatures friendly to you (including yourself) within the aura gain the following benefits:

  • They become resistant to poison and psychic damage;

  • They gain 10 temporary hit points at the start of their turns;

  • Whenever a creature makes an attack roll against those protected by the aura, they must make a Charisma saving throw against your spell save DC. On a fail, they suffer a penalty to that roll equal to your proficiency bonus;

While this aura is active, you can use your Lay on Hands ability on any creature within the 30-foot radius as a bonus action.

This aura lasts for 1 minute, or until you dismiss it as a bonus action.

Once you use this feature, you can't use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.

Oath of Love

Oath of Love (Level 3)

Love is the foundation on which all life, all civilization is built, and is the wellspring from which comes all art and song. To have love is to know true beauty and serenity of a kind that every being seeks to achieve, from gods to kobolds. As with all things of worth, though, love takes work, and when the myriad forces of discord and injustice align themselves against it, love needs able-bodied defenders.

Known as Knights of the Lilac Order or Rose-Paladins, paladins that take the Oath of Love do so out of a desire to aid and protect all sentient beings, particularly those whose affections (be they romantic, familial, or even idealistic) have been placed in jeopardy through the forces of disharmony that challenge the world. A paladin that takes this oath is always a defender of life and a champion of all the emotions that go along with living. Festooned with cloaks of violet, white, or pink-scarlet depending on their order and station, paladins of Love are a. highly visible and well-appreciated sight for any creature suffering the woes of the world.

Tenets of Love

Held inscribed in murals and artwork decorating the temples of gods of love, infatuation, and devotion such as Aphrodite, Ishtar, Shelyn, Myhriss, and Sune, the tenets of the Oath of Love exist to ensure the flourishing of both love and life for all who seek them.

Fight for Love

More precious than riches, fame, or glory, true love is the font from which all that is good in the world springs. When you find love, either your own or that of others, do all that you can to preserve, protect, and enrich it.

Love is Love

Appreciate all forms of love, so long as the expression of that love does not unjustly harm others. A love for land or ideals is just as valid as love for another person. Should you find that you disagree with a specific, non- harmful expression of love on a personal level, find it within yourself to respect its sentiments.

Life Begets Love, Love Begets Life

All life is born of love of one sort or another, whether weak or strong, good or evil, dedicated or of mere convenience—and all life has the potential to bring more love into the world. Do not end life without pressing reason, as an ended life itself can bring no love.

Prove Love

Many doubt the power of love, or even the existence of real, true love. To these and other people, be as love itself, and inspire love in all things, of all things. Be the proof in love that they require.

Oath Spells

You gain oath spells at the paladin levels listed.

Sense Ardor

Starting at 3rd level, you may expend one use of your Divine Sense feature as an action to inherently know the general nature of the love life of a specific creature with an Intelligence score of at least 8 within 60 feet of you. This knowledge includes details such as approximately how many years their most recent relationship has lasted, how long since their last major relationship, their romantic predilections, vague gossip, and other similar information.

Channel Divinity: Passion's Prowess

As an action, you can use your Channel Divinity and produce your holy symbol, which begins to radiate a sense of harmony and eternal love. All friendly creatures within 60 feet of you (including yourself) are bolstered by this powerful emotion, gaining an amount of temporary hit points equal to twice your Charisma modifier (minimum 2). Temporary hit points gained from this feature last for up to a minute.

Channel Divinity: Heart's Desire

Using your Channel Divinity and an action on your turn, you may target a creature with an Intelligence score of at least 8 within 120 feet of you and reveal to them knowledge of their single truest desire, the one thing they crave over all else. Many creatures are not completely or exactly aware of their desires, and a use of this ability may be something of a revelation for them.

When you use this ability, you may decide to trick the creature into believing that it has achieved this desire. If you do, the creature rolls an Intelligence save against your spell save DC. If it fails, the creature believes it has achieved its greatest desire, and hallucinates living its life under such conditions. This hallucination is convincing, and fully involves any of the creature's senses pertinent to the experience. The experience typically fully distracts the creature, and limits its awareness of other creatures and the true world around it, usually rendering it unable to take harmful actions or reactions. This creature repeats the Intelligence saving throw at the end of each of its turns, and this effect ends if the creature succeeds, takes damage, or after a minute has passed. Creatures immune to charm effects may not be affected by this portion of this ability.

Aura of Affection (Level 7)

Beginning at 7th level, the love you feel cascades out from you in waves, bringing comfort and vivacity to those around you. Any time a creature within 10 feet of you rolls at least one die to replenish hit points (either their own or those of another creature), increase the result of each die rolled by 2.

At 18th level, the range Oof this aura increases to 30 feet.

Radiant Empathy (Level 15)

At 15th level, the compassion you carry within your heart is so powerful, your foes find it difficult to do you harm. When a creature within 30 feet of you that is not immune to charm effects damages you with a spell or attack, you may reduce that damage by your Charisma modifier.

Endless Devotion (Level 20)

Beginning at 20th level, your love resonates in harmony with all creation, allowing you to tap directly into the empathic connection between all things. As an action, you may gain the following benefits for one minute:

  • You glow with a pink, violet, white, or red dim light that extends from you in a 15-foot radius.

  • When an ally within 60 feet of you (other than yourself) takes damage, you may use your reaction to reduce that damage by half.

  • Enemies that start their turn adjacent to you and that are not immune to charm effects must immediately make a Wisdom saving throw against your spell save DC. If the creature fails this save, it drops any weapon it is holding in its hands, and the creature may not attack this turn.

This effect ends early if you are incapacitated or if you die. Once you use this feature, you can't use it again until you finish a long rest.

Oath of Mysticism

Oath of Mysticism (Level 3)

Where most paladins swear Oaths to a divine cause or ideal, some swear an Oath to themselves, vowing to awaken their own inner power. Known as Mystic Knights, these paladins spend years in secluded places, mastering the psionic power that lies dormant within their own mind. Once their mind has been awakened, these psionic warriors venture out into the world looking to bring enlightenment to all they meet.

Tenets of Mysticism

Mystic Knights are extremely disciplined, and live their lives by a strict ascetic code in order to awaken their inner power:

  • Ascetism

    In order to draw out the full psionic potential of your mind you must forgo all worldly attachments. Family ties, material wealth, all stand in they way of the mystical.

  • Enlightenment

    You must always strive to become the best version of yourself. True enlightenment is realizing your full potential, and helping others to discover their true selves.

  • Knowledge

    The ability to reason is what separates mortals from beasts and monsters. Knowledge is the only treasure that can bring one closer to true enlightenment.

Oath Spells

Channel Divinity: Enlightened Spell

When you cast one of your Oath of Mysticism Spells, you can invoke this Channel Divinity to cast it without providing verbal or somatic components, and only material components if they are consumed by the spell.

Channel Divinity: Psionic Smite

When you use your Divine Smite, you can invoke this Channel Divinity. The additional damage of Divine Smite becomes psychic damage, and the creature must make an Intelligence saving throw. On a failure, its speed is halved and it cannot take reactions until the start of your next turn.

Optional Rule: Psionic Spellcasting

For mechanics to match the fantasy of a paladin who uses their inner psionic power to cast spells, replace your Charisma saving throw proficiency, spellcasting ability, multiclassing prerequisites, and any other Charisma-based features from your class or the Oath of Mysticism with Intelligence.

Aura of Enlightenment (Level 7)

Your awakened mind exudes a psionic ward. Beginning at 7th level, friendly creatures of your choice within 10 feet of you gain resistance to psychic damage, and have advantage on saving throws to resist being charmed or frightened.

At 18th level the range of this aura increases to 30 feet.

Psionic Rebuke (Level 15)

Starting at 15th level, when a creature within your Aura of Enlightenment hits you with an attack, they take psychic damage equal to your Charisma modifier (minimum of 1).

Mystic Ascension (Level 20)

At 20th level, you can use your action to briefly unleash your mind and take on an ascended luminous form. When you do so, you gain the following benefits for one minute:

  • You become translucent and emit otherworldly bright light, in a 5-foot radius, and dim light 5 feet beyond that.

  • You gain a flying speed equal to your movement speed.

  • You gain immunity to psychic damage.

  • You can move through other creatures and objects as if they were difficult terrain. If you end your movement inside another object or creature, you are immediately shunted to the nearest unoccupied space, taking 1d10 force damage for every 5 feet you were forced to travel.

Once you use this feature, you must finish a long rest before you can use it again, unless you spend a spell slot of 5th-level or higher to use it an additional time.

Oath of Mysticism

Oath of Mysticism (Level 3)

Where most paladins swear Oaths to a divine cause or ideal, some swear an Oath to themselves, vowing to awaken their own inner power. Known as Mystic Knights, these paladins spend years in secluded places, mastering the psionic power that lies dormant within their own mind. Once their mind has been awakened, these psionic warriors venture out into the world looking to bring enlightenment to all they meet.

Optional Rule: Psionic Spellcasting

For mechanics to match the fantasy of a paladin who uses their inner psionic power to cast spells, replace your Charisma saving throw proficiency, spellcasting ability, multiclassing prerequisites, and any other Charisma-based features from your class or the Oath of Mysticism with Intelligence.

Tenets of Mysticism

Mystic Knights are extremely disciplined, and live their lives by a strict ascetic code in order to awaken their inner power:

Asceticism

In order to draw out the full psionic potential of your mind you must forgo all worldly attachments. Family ties, material wealth, all stand in they way of the mystical.

Enlightenment

You must always strive to become the best version of yourself. True enlightenment is realizing your full potential, and helping others to discover their true selves.

Knowledge

The ability to reason is what separates mortals from beasts and monsters. Knowledge is the only treasure that can bring one closer to true enlightenment.

Channel Divinity

At 3rd level, you gain the following Channel Divinity options:

Enlightened Spell

When you cast one of your Oath of Mysticism Spells, you can invoke this Channel Divinity to cast it without providing verbal or somatic components, and only material components if they are consumed by the spell.

Psionic Smite

When you use your Divine Smite, you can invoke this Channel Divinity. The additional damage of Divine Smite becomes psychic damage, and the creature must make an Intelligence saving throw. On a failure, its speed is halved and it cannot take reactions until the start of your next turn.

Oath Spells

You gain oath spells at the paladin levels listed.

Aura of Enlightenment (Level 7)

Your awakened mind exudes a psionic ward. Beginning at 7th level, friendly creatures of your choice within 10 feet of you gain resistance to psychic damage, and have advantage on saving throws to resist being charmed or frightened.

At 18th level the range of this aura increases to 30 feet.

Psionic Rebuke (Level 15)

Starting at 15th level, when a creature within your Aura of Enlightenment hits you with an attack, they take psychic damage equal to your Charisma modifier (minimum of 1).

Mystic Ascension (Level 20)

At 20th level, you can use your action to briefly unleash your mind and take on an ascended luminous form. When you do so, you gain the following benefits for one minute:

  • You become translucent and emit otherworldly bright light, in a 5-foot radius, and dim light 5 feet beyond that.

  • You gain a flying speed equal to your movement speed.

  • You gain immunity to psychic damage.

  • You can move through other creatures and objects as if they were difficult terrain. If you end your movement inside another object or creature, you are immediately shunted to the nearest unoccupied space, taking 1d10 force damage for every 5 feet you were forced to travel.

Once you use this feature, you must finish a long rest before you can use it again, unless you spend a spell slot of 5th-level or higher to use it an additional time.

Oath of Nydeshka

Oath of Nydeshka (Level 3)

Barbarians who are unable to control their rage are labeled nydeshka: powerful berserkers but dangerous to their allies. Hathran put these dangerous combatants on the front lines with blunted swords, all but guaranteeing their destruction.

However, there are some who pull themselves back from the precipice and learn to hone their rage. Surviving battle after battle, their blunted swords become a trophy, a mark of honor. Acting as a symbol of rage, they're able to inspire their comrades to rage-like states themselves.

Moment of Inspiration

Most nydeshka end up dead, as being placed in life-threatening situations tends to do. But for those who survive, there comes flashes of inspiration. These shards of hope help guide the wayward warrior back onto a path of coexistence with the rest of their Rashemi brethren. This is the moment you stopped being a berserker, and dedicated yourself to the paladin oath presented here.

Use the table below to determine what your moment of inspiration was by either choosing an option, rolling randomly, or using the table to inspire a moment of your own design.

d6Moment of Inspiration

1

You saw the fear in the eyes of a fellow warrior, knocked to the ground by your ferocity. You saw a vision of yourself in their position, and realized you needed to control your rage before you end up being your own demise.

2

The battlefield was empty, like a grave, when your rage wore off. Happily surveying the destruction as you counted the corpses of your foes, you spied the body of a young Rashemi. At first, you cursed your foes, but you recognized the damage done as your own. This youth must have been sent to gather you but only met your wrath. This can never happen again.

3

Blood-red fury was all you could see, as the mountain of bodies grew ever higher. A never-ending swath of useless combatants sent by your enemies. As the pile expanded, you recognized that the bodies were falling in the shape of a familiar sigil. Without warning, you blacked out and can remember only a heavenly voice telling you that your path diverged that day, that you were saved from your own anger. When you woke, the battle was over and you understood more about yourself than you ever imagined.

4

Battles had been few and far between, so those above your station would send you to handle monstrosities in the wilds. Word of an undead spirit harassing traders brought you to an Owl Telthor. You tried hard, but could not scratch the beast-lord. However, as you laid with ragged breath, something caused the great creature to take pity upon you. Touching your forehead with a glowing claw, your heart was made light; your unending rage began to quench.

5

A djemma designed to take you as far from home as possible: the perfect way to remove a dangerous element like yourself from everyday life. You spent weeks wandering the world, seeing cultures you never imagined existed. Your rage, unfocused and raw, existing only to destroy, was slowly given a new purpose: protect the beauty and majesty of the world you live in.

6

You failed, as many nydeshka do, and died on the battlefield. A glorious end, for an inglorious warrior. But when the end came, instead of darkness, you came into a bright light. You aren't sure which of your ancestors came to meet you at the edge of mortality, but a moment later you were once more drawing breath. The experience changed you, and you were left with a great calm within your soul.

Tenants of Nydeshka

A paladin who takes this oath has the tenets of the nydeshka inscribed into their blunted blade.

Define Yourself by Actions. Your rage is merely a tool. How you choose to use it is what defines you.

You Are Not Alone. The warrior who rushes onto the field for personal glory is one who deserves to be left behind. Glory is found shared by many hands.

Worthless Blades Aren't Tempered. Practice control at all times, lest fissures form and your doom exposed.

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of Nydeshka Spells table. See the Sacred Oath class feature for how oath spells work.

Channel Divinity: Moment of Fury (Level 3)

When you take this oath at 3rd level, you gain the following Channel Divinity option. See the Sacred Oath class feature for how Channel Divinity works.

Moment of Fury. Using your Channel Divinity, you allow yourself a small burst of rage. Until the start of your next turn, add +2 to damage rolls on Strength-based attacks and you have resistance to bludgeoning, piercing, and slashing damage.

Channel Divinity: Moment of Calm (Level 3)

When you take this oath at 3rd level, you gain the following Channel Divinity option. See the Sacred Oath class feature for how Channel Divinity works.

Moment of Calm. Using your Channel Divinity, you quash aggressive actions in others. As an action, each creature of your choice within 30 feet must succeed on a Wisdom saving throw. On a failed save, the creature has disadvantage on attack rolls.

Aura of Battle (Level 7)

Starting at 7th level, others pick up on your heightened awareness while you're not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover.

Creatures of your choice within this aura who miss a Strength-based attack still deal damage to their targets equal to your proficiency modifier.

At 18th level, the range of this aura increases to 30 feet.

Raging Rebuke (Level 15)

At level 15, creatures who enter into your reach provoke opportunity attacks.

Nydeshka Charge (Level 20)

At level 20, you allow your mind to slip into your battle rage. As a bonus action, you gain the following benefits:

  • You have advantage on Strength checks and Strength saving throws.

  • You deal extra damage on melee weapon attacks equal to your proficiency modifier.

  • You have resistance to all damage except psychic.

  • You cannot cast spells or use divine smite but the radius of your Aura of Battle extends to 60 feet.

  • Creatures of your choice within your Aura of Battle gain 10 temporary hit points whenever you reduce a creature to 0 hit points.

These benefits last for 1 round. You can expend a spell slot at the start of your turn to extend the duration of this feature by a number of rounds equal to the level of the spell slot used.

Oath of Perseverance

Oath of Perseverance (Level 3)

When life takes and takes, nihilistic purpose calls loudly to those given to action: to go out in a blaze of glory with one great deed before death. But from the fires of calamity, some find quiet. They take up another mantra; to endure, to go on even when things are so tough as to feel impossible. Wounds to heart and health heal in time, and, although scarred, such heroes will persist to see new good done in the world. They swear to survive every setback, and continue the good fight.

Tenets of Perseverance

A paladin who swears the Oath of Perseverace seeks to live a long life, the better to help others live good ones.

Every Deed Matters

Many small acts of aid build together over time into true change for the better.

Endure Hardship

Bad times will come, but they will pass again. You must get to the other side to help repair the hurt.

Plant for the Future

Your legacy will outlive you for ages to come if, you can guide it with consistency.

Bolster the Faltering

The endurance of others will fail them in dire times. Be there to remind them of the good.

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of Perseverance Spells table. See the Sacred Oath class feature for how oath spells work.

Channel Divinity

You gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Try, Try Again

When a creature within 30 feet of you fails an ability check or attack roll, you can use your Channel Divinity as a reaction to encourage greater efforts. Until the end of your next turn, the creature adds your Charisma modifer to all ability checks or attack rolls (your choice).

Turn from Stones and Splinters

As a bonus action, you can use your Channel Divinity to steel yourself against futile violence. For 1 minute, you gain a damage threshold equal to your paladin level. You have immunity to all damage unless you take an amount of damage that equals or exceeds this threshold. The effect ends early if you fall unconscious.

Aura of Persistence (Level 7)

You emanate an aura of forthrightness and solidity. When you and any creatures of your choice within 10 feet of you take damage, the damage is reduced by a number equal to your Charisma modifier (a minimum of 1).

At 18th level, the range of this aura increases to 30 feet.

Onwards and Upwards (Level 15)

Life knocks you down sometimes, but it can't keep you down. When you're prone, you can stand up by spending 5 feet of movement, rather than half your speed. When you do so, you can use your reaction to inspire creatures of your choice within 30 feet of you that can see you, granting them the same benefit until the end of their next turn and 1d6 temporary hit points.

Impenetrable Optimism (Level 20)

Your spirited outlook galvanizes you against life's woes. Even in the darkest hours, you are a beacon of positivity to your allies, as sturdy as untarnished metal. Using your action, you undergo a transformation. For 1 hour, you gain the following benefits:

  • You gain a damage threshold of 20. When you use your Channel Divinity to Turn from Stones and Splinters while transformed in this way, your damage threshold doubles to 40 for the duration of the Channel Divinity.

  • You cannot be incapacitated while you are conscious.

  • Friendly creatures within 30 feet of you cannot be stunned.

Once you use this feature, you can't use it again until you finish a long rest.

Oath of Pestilence

Oath of Pestilence (Level 3)

Clad in grime-soaked armor and wielding rusting weapons, the Oath of Pestilence paladin spreads corruption, disease, and filth. Bound by an oath which infests their bodies with all manner of plagues, these heralds of decay lumber forward with unholy toughness and grim resolve.

Tenets of Pestilence

The tenets of the Oath of Pestilence emphasize the role of disease as a purifying element in the cycle of life.

Strength in Resilience

Surviving hardship and plague make you stronger. Spreading these things causes strength to flourish.

All Things Must Pass

Death is the natural conclusion of life. There is nothing unnatural or amoral about the ending of life.

Might Makes Right

The laws of mortals mean nothing to poxes and plagues, they go where they wish and take what they want. So should you.

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of Pestilence Spells table. See the Sacred Oath class feature for how oath spells work.

Channel Divinity

When you take this oath at 3rd level, you gain the following Channel Divinity options:

Debilitating Fever

Your touch inflicts disease. Make a melee spell attack against a creature within your reach that isn't a construct or undead. On a hit, the creature becomes diseased and is incapacitated for 1 minute. At the end of each of the diseased target's turns, the target can make a Constitution saving throw. On a success, the target is no longer diseased, and the effect ends.

Since this ability induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease's effects apply to it.

Entropic Infection

You can use your Channel Divinity to weaken a creature against entropic energies. As an action, you can force a creature of your choice that you can see within 30 feet of you to make a Constitution saving throw. On a failed save, for the next minute the creature takes an additional 2d6 damage the first time it takes necrotic damage each turn. During this time, the creature loses resistance to necrotic damage if it has it.

Aura of Rampant Sickness (Level 7)

Starting at 7th level, you emit an aura of contagion and virulence to a range of 10 feet. When a creature within your aura makes an ability check, attack roll, or saving throw you can give that roll disadvantage as a reaction. Once you do, you can't give another roll disadvantage using this feature until the start of your next turn.

At 18th level, the range of this aura increases to 30 feet.

Disgusting Resilience (Level 15)

At 15th level, when you take damage which would reduce you to 0 hit points, you can choose to expend any number of hit dice. Roll those dice and subtract the result from the damage taken. If this reduces the damage to 0, you don't take any damage.

In addition, if you are killed your corpse violently explodes in a shower of pus and gore, dealing 8d6 necrotic damage to creatures within 20 feet of you that fail a Constitution saving throw.

Plaguebringer (Level 20)

At 20th level, you become an avatar of plague, which gives you the following benefits:

  • You have resistance to necrotic damage and are immune to poison damage and the poisoned condition.

  • Your hit point maximum can't be reduced.

Creatures of your choice who start their turn within 5 feet of you, or who move within 5 feet of you on their turn, take necrotic damage equal to your Charisma modifier. Once a creature takes damage from this ability, it can't take damage from it again until the start of its next turn.

Oath of Pestilence

Oath of Pestilence (Level 3)

Some paladins worship dark gods, corrupting their healing abilities and restoration into curses, plagues, and blights. Where other paladins heal the sick and blind, paladins of this oath, occasionally called antipaladins, afflict their victims with fear, madness, and disease.

Tenets of Pestilence

This oath emphasizes blighting, corrupting, inverting and distorting the enemies of the paladin in service of their dark calling.

Spread the Rot

Where there is hope, squelch it, where there is fear, stoke it, when your foes are in agony, let it fester.

Corrupt the Righteous

Reveal the darkness that lies in the heart of all mortal creatures.

Cull the Weak

Without plague and strife, the weak will multiply and the strong cannot rise.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Terrifying Presence

You can use your Channel Divinity to exude a menacing presence. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the start of each of its turns, ending the effect on itself on a success.

Draining Hand

As an action, you can use your Channel Divinity to touch a creature, inverting the healing power of your hands to open terrible wounds. When you touch a creature in this way, you can spend hit points from your Lay on Hands pool, up to the maximum amount remaining in your pool, to deal necrotic damage equal to the number of hit points spent + your Charisma modifier, and you regain hit points equal to half the amount of necrotic damage dealt.

Aura of Malevolence (Level 7)

Starting at 7th level, you constantly emanate an aura of unsettling energy while you're not incapacitated. The aura extends 30 feet from you in every direction. Any enemy within the aura that can see you must spend 1 extra foot of movement for every foot it moves toward you. A creature ignores this effect if immune to being frightened. At 18th level, the range of this aura increases to 60 feet.

Wave of Hysteria (Level 15)

Starting at 15th level, your Terrifying Presence intensifies, able to send creatures into a maddened frenzy. When a creature under the effect of your Terrifying Presence fails its saving throw against being frightened at the start of its turn, you can roll a die. If you roll an odd number, the frightened target moves half its speed in a random direction and takes no action on that turn, other than to scream in terror. If you roll an even number, the frightened target makes one melee attack against a random target within its reach. If there is no such target, it moves half its speed in a random direction and takes no action on that turn. You can use this feature up to three times each round.

Corruption Incarnate (Level 20)

At 20th level, you can become an avatar of pestilence as an action, gaining the following benefits for 1 minute.

  • Enemies within 30 feet of you have disadvantage on all saving throws.

  • Whenever you or an ally within 30 feet of you hits a creature with a melee weapon attack, you may use your reaction to inflict a blight upon the creature through the attack. Add 3d8 necrotic damage to the damage roll, and the creature must make a Constitution save or be poisoned until the end of its next turn.

Once you use this feature you can't use it again until you finish a long rest.

Oath of Pragmatism

Oath of Pragmatism (Level 3)

Often confused with the Oath of Treachery, the Oath of Pragmatism teaches that you must always follow the most practical course of action, even if some consider it immoral. Those who follow this oath have embraced its blessings not out of evil, but out of pragmatism. Paladins who take this oath focus on the use of trickery and poison, as well as using their opponents numbers against them.

This oath is embraced the most by the pragmatic and misunderstood raven/crow like corvum birdfolk from the Humblewood forest (see the link under Recommendations). The wood's denizens have a tendency of being kind and open minded, compassionate and caring. The corvum stand out, as they are aware of how dangerous and deceitful the outer world truly is. In the past, the Humblewood was threatened by human settlers, people with a vastly different culture. At first things went well, until the humans numbers and greed grew large enough for them to try and take over the woods for themselves. It was only after the corvum turned the humans own numbers against them with the use of necromancy, as well as unorthodox tactics, that they were driven away.

However, the denizens of Humblewood are a kind and forgiving sort, and the corvum knew that in time they would repeat the same mistake of extending compassion to those that would eventually bring ruin to their people.

It was this realization that caused many corvum to follow the night based deities of the Humblewood, and embrace the Oath of Pragmatism. Willing to do whatever it takes to defend their home, their friends, and their birth right. Regardless of how hated they would become for doing what was necessary.

Tenets of Pragmatism

Though the exact words and strictures of the Oath of Pragmatism vary, paladins of this oath share these tenets.

Do What is Necessary

I will follow my conscious where possible, and I shall not be cruel. But I will be willing to do that which helps my friends and people the most in the long run.

Turn From the Light

I will be like the shadows themselves, nameless. I shall seek no reward for my services. I shall not seek fame or glory or wealth for my actions.

No Trick is Truly Dirty

I will fight with whatever tools and possibilities I have at my disposal. I will try to strike from where they least expect it, plan ahead when possible, and will do whatever yields the best results. Honor be damned.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Pragmatic

At 1st level, before you choose this oath but after you declare that you will take this oath, you can choose to use your Intelligence modifier instead of your Charisma modifier for all your class features. While wearing light or no armor you can add your Intelligence modifier bonus to your AC. The total of your Dexterity and Intelligence modifier bonus to your AC can not exceed +6.

You can calculate the DC of Basic Poison (see the Player's Handbook), that you apply to a weapon or three pieces of ammunition yourself, as 8 + your proficiency bonus + your Intelligence modifier. When you attempt to extract a dose of venom from a poisonous creature, you gain advantage on the required ability check.

At 3rd level, you must choose this oath to retain all the above benefits from this feature.

Variant Poison Harvesting

You can use the following variant rule for harvesting poison from dead poisonous creatures, instead of the one listed in the Dungeon Master's Guide (page 258):

  • Poison Extraction: When poisonous creatures are killed, the player can attempt to harvest all their poison over the course of 10 minutes, followed by making an Intelligence (Nature) check using the poisoner's kit (proficiency with the poisoner's kit applies to this check if the player doesn't have proficiency in Nature) against the poison's save DC, for each type of creature. You automatically succeed if the poison doesn't have a DC. On a success, the player extracts 1d4 doses of poison from all the dead creatures combined for that type of creature. On a failure, all the poison is wasted, and those who are not proficient with the poisoner's kit suffer the effects of the poison. Players can use one dose of harvested Injury type poison to coat one slashing or piercing weapon or one piece of ammunition. Once applied, the poison retains potency for 1 minute or until you hit with the weapon or ammunition (this works different than basic poison which lasts the full 1 minute duration). Applying the poison takes an action.

Channel Divinity: Conjure Duplicate

As an action, you create a visual illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space of your choice that you can see within 30 feet of you.

The illusion looks exactly like you; it is silent; it is your size, is insubstantial, and doesn't occupy its space; and it is unaffected by attacks and damage. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but the illusion must remain within 120 feet of you. For the duration, you can cast spells as though you were in the illusion's space, but you must use your own senses.

Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how uncanny the illusion is.

Channel Divinity: Poison Strike

You can use your Channel Divinity to make a weapon deadlier. As a bonus action, you touch one weapon or piece of ammunition and conjure a special poison on it. The poison lasts for 1 minute, or until it deals its damage. The next time you hit a target with an attack using that weapon or ammunition, the target takes poison damage immediately after the attack. The poison damage equals 2d10 + your paladin level, or 20 + your paladin level if you had advantage on the attack roll.

Suggested Race: Corvum

The Corvum birdfolk are also an ideal race for the Oath of Pragmatism, for those who like to play as a pragmatic paladin animalistic race that is misunderstood and willing to do what is necessary to help their friends and loved ones survive in a harsh world, regardless of how much they will be hated by their fellow birdfolk for doing what is needed to survive.

Aura of Trickery (Level 7)

Starting at 7th level, you emanate an aura of discord, which plays tricks on the minds of your foes and turns them against each other. This gives you the following benefits.

Divisive

You have advantage on melee attack rolls against any creature that has one or more of its allies within 5 feet of it.

Misguiding

If a creature within 5 feet of you misses you with a melee attack, you can use your reaction to force the attacker to reroll that attack against a creature of your choice that is also within 5 feet of the attacker. The ability fails and is wasted if the attacker is immune to being charmed. You can use this ability three times, and regain expended uses of it when you finish a short or long rest.

Live to Fight Another Day (Level 15)

At 15th level, you have the ability to slip away from your foes. Immediately after you are hit by an attack, you can use your reaction to turn invisible and teleport up to 60 feet to a unoccupied space you can see. You remain invisible until the end of your next turn or until you attack, deal damage, or force a creature to make a saving throw. Afterwards you must finish a short or long rest before you can use it again.

Icon of Pragmatism (Level 20)

At 20th level, you gain the ability to more strongly manipulate others around you. As an action, you can become an avatar of pragmatism, gaining the following benefits for 1 minute:

  • You are invisible.

  • If a creature damages you on its turn, it must succeed on a Wisdom saving throw against your spell save DC or you control its next action, provided that you aren't incapacitated when it takes the action. A creature automatically succeeds on the save if the creature is immune to being charmed.

  • If you have advantage on an attack roll, you gain a bonus to its damage roll equal to your paladin level. Once you use this feature, you can't use it again until you finish a long rest.

Oath of Predation

Oath of Predation (Level 3)

Paladins who follow the Oath of Predation believe that the world can only be made perfect through utter control. Through careful planning, subterfuge and unwavering patience, these paladins create hierarchies with themselves at the top, and execute their power with impunity. Few paladins can resist the allure of unchecked power, and most succumb to the temptations of tyranny. The clearest example of these illriggers come from the Dragonlance campaign setting, an order known as the Knights of Takhisis.

Tenets of Predation

The tenets of the Oath of Predation remind adherents that the whims of their patron supersede all other oaths and laws.

Cultivate the Flock

It is not enough to gather a congregation. You must hone them to a ready point, zealous to do what is necessary with a word.

Maintain Supremacy

You are the order in the midst of chaos. You vow to follow no rules other than the rigid disciplines necessary to maintain the faith. Those who deviate from the plan will die.

Reward Thy Followers

Engage not in needless cruelty and treat well those who submit. Honor thy contracts but do not hesitate to steal, murder, or mislead to complete your orders.

World of Order

You provide authority where it lacks and subjugate yourself to the cause. Just as you do not operate with impunity, you create and maintain a network of followers to precipitate an unquestionable dominion.

Oath Spells

You gain oath spells at the paladin levels listed.

Bonus Proficiencies

At 3rd level, you gain proficiency in thieves' tools and your choice of the Sleight of Hand or Stealth skills.

Additionally, if you are proficient in the Deception, Intimidation, or Persuasion skills, your proficiency bonus is doubled for any ability check you make using this skill.

Channel Divinity

When you take this option at 3rd level, you gain the following two Channel Divinity options.

Predatory Instincts

When you roll initiative, you can use your Channel Divinity to imbue your movements with foul alacrity. You add your Charisma modifier to your initiative roll, you have advantage on attack rolls against any creature that hasn't taken a turn in combat yet, and you deal an additional 1d6 necrotic damage to that creature. This damage increases to 2d6 at 7th level, 3d6 at 11th level, 4d6 at 15th level, and 5d6 at 19th level.

Fell Suggestion

As an action, you can use your Channel Divinity to magically enthrall another creature within 5 feet of you. If the target can see or hear you, it must succeed on a Wisdom saving throw or become charmed by you for 1 minute.

You can use a bonus action to issue simple commands to the charmed creature if it is within 60 feet of you. You decide what action the creature takes and where it moves during its next turn. When you issue a command, and at the end of each of its turns, the creature must succeed on a Wisdom saving throw or carry out your instructions to the best of its ability on its turn. The DM determines how the target behaves.

Once the effect ends, or if the creature succeeds on its initial saving throw against this effect, you can't use this feature on that creature again until you finish a long rest.

Perfect Domination (Level 7)

Starting at 7th level, when you use your Fell Suggestion feature, you can choose to force the creature to fail its saving throw if its challenge rating is equal to or below a certain threshold, as shown below. When the creature makes a saving throw to break the effect, it does so with disadvantage.

A creature subjected to your perfect domination is charmed by you for 1 hour instead of 1 minute.

Starting at 15th level, creatures of CR 1/2 or lower are charmed by you indefinitely until the charm is broken. At 19th level, this indefinite charm extends to creatures of CR 1 or lower.

Perfect Domination
Paladin LevelCreature's CR

7th

1/2 or lower

11th

1 or lower

15th

2 or lower

19th

3 or lower

Shroud of the Illrigger (Level 15)

Beginning at 15th level, you are always under the effects of a pass without trace spell.

Hand of Manipulation (Level 20)

At 20th level, you gain the ability to execute your master plans unseen. As an action, you can magically become an avatar of deception and subterfuge, gaining the following benefits for 1 minute.

  • You gain the effects of a greater invisibility spell.

  • Once per turn, when you have advantage on your attack roll, you deal extra necrotic damage equal to your paladin level.

  • Your allies have advantage on melee attack rolls against any creature within 5 feet of you that you choose. Their attacks deal additional damage equal to your Charisma modifier (minimum of 1).

  • You and each creature of your choice that you can see within 30 feet of you are immune to being charmed.

Once you use this feature, you can't use it again until you finish a long rest.

Oath of Progress

Oath of Progress (Level 3)

The Oath of Progress is a commitment to the betterment of society for current and future generations. In modern times, corporations recklessly pursue profit, basic rights are denied, and rifts divide populations into warring factions. Paladins seeking to shatter the boundaries between people and potential will swear an Oath of Progress.

Depending on the nature of obstacles they face, a paladin who swears this oath may be an activist, the leader of a revolution, or even a scientist searching for answers. However, progress never comes without sacrifice, and a warrior who disregards the damage they cause in pursuit of their goals may find the end was not worth the means after all.

Tenets of Progress

The tenets of progress are a promise made to civilization, and they stand as ideals to uphold in the face of adversity.

  • United We Stand.
  • The Future is Now.
  • Discard Tradition.

Oath Spells

You gain oath spells at the paladin levels listed.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

  • Bold Proclamation.
  • Ambitious Strike.

Aura of Progress (Level 7)

Beginning at 7th level, you inspire alacrity in yourself and your allies. Creatures of your choice that move within 10 feet of you or start their turn there can Dash as a bonus action until the end of their turn.

At 18th level, the range of this aura increases to 30 feet.

Overthrow (Level 15)

At 15th level, when you hit another creature with a weapon attack, you can cause it to make a Charisma saving throw. On a failed save, the creature is cursed for 1 minute. Add 1d4 to attack rolls against the cursed creature, and the cursed creature subtracts 1d4 from its saving throws.

You can use this feature a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses when you finish a long rest.

Additionally, your Divine Sense feature can detect creatures that can speak at least one language, and you know what languages they speak.

Paragon of Unity (Level 20)

At 20th level, your force of personality is strong enough to spark an unbreakable alliance. As an action, you can become an unstoppable icon, gaining the following benefits for 1 minute:

  • Each creature of your choice within 30 feet of you deals an extra 1d4 force damage when it hits with an attack.

  • When a creature other than yourself that you can see within 30 feet of you drops to 0 hit points as a result of taking damage, but is not killed outright, you can use your reaction to drop it to 1 hit point instead.

  • You and creatures of your choice within 60 feet of you can ignore difficult terrain.

Once you use this feature, you can't use it again until you finish a long rest.

Oath of Prosperity

Oath of Prosperity (Level 3)

Not all paladins pursue lives of virtue or nobility. Some more worldly paladins swear an Oath of Prosperity and dedicate their lives to amassing great material wealth. Often hailing from the merchant class, or acting in the service of a great dragon, Prosperity paladins value gold over all else. To them, each action, decision, and even each life, has a value in gold.

While all those who follow the Oath of Prosperity do look out for themselves, not all operate for entirely selfish reasons. Some see material wealth, and the power that comes with it, as the most direct path to enacting change in the world.

Tenets of Prosperity

Paladins who swear this Oath adhere to a code that allows them to generate wealth. While some strictly follow the code, others have a more loose view of what constitutes wealth.

  • Benefit

    Before you act, you must analyze any possible benefits you could gain, whether material wealth or favors.

  • Investment

    View everything you do as an investment. Your actions should have a pay off for you at some point in the future. Debt is a powerful force to wield over another.

  • Profit

    Never enter into a bad deal. Each agreement that you take part in must eventually increase your ability to grow your power, influence, wealth, or overall standing in society.

Oath Spells

Channel Divinity: Distilled Fortune

As an action, you can touch your holy symbol to a Large or smaller non-magical object, that is not being worn or carried. It is transfigured into a tiny precious gemstone worth the exact monetary value of the item.

As an action, a creature can crush the gemstone, causing the object to reappear on an empty flat surface within 5 feet.

You can have a total number of objects transfigured in this way equal to your Charisma modifier (minimum of 1), and you can't use this Channel Divinity while at your maximum.

Channel Divinity: Vault of Prosperity

When you cast a spell that requires a material component with a gold cost, you can invoke this Channel Divinity to reduce the required cost of the material component by an amount of gold equal to 50 times your level.

Aura of Prosperity (Level 7)

Your presence increases the value of spells that aid allies you are invested in. Starting at 7th level, when an allied creature within 10 feet is targeted by a spell of 1st-level or higher that restores hit points, or grants them temporary hit points, they gain additional hit points, or temporary hit points, equal to your Charisma modifier (minimum of +1).

At 18th level the range of this aura increases to 30 feet.

Fortunate Defense (Level 15)

Starting at 15th level, you can liquidate your investments to protect you from harm. As a reaction when you take damage from a creature you can see, you can crush a gem you gained from Distilled Fortune, and reduce the incoming damage by 1d10 for each 100 gold the Distilled Fortune gem is worth.

For example, a Distilled Fortune gem that is worth 500 gold would reduce the incoming damage by 5d10.

Golden Guardian (Level 20)

At 20th level, you can use your action to take on the form of a Golden Guardian, a true paragon of Prosperity. When you do so, you gain the following benefits for one minute:

  • You gain temporary hit points equal to twice your level.

  • As a bonus action on each turn, you can grant a creature within your Aura of Prosperity temporary hit points equal to your Charisma modifier (minimum of 1).

  • While you, or any creature, has temporary hit points from this feature they gain a golden sheen and are resistant to all bludgeoning, piercing, and slashing damage.

Once you use this feature, you must finish a long rest before you can use it again, unless you spend a spell slot of 5th-level or higher to use it an additional time.

Oath of Prosperity

Oath of Prosperity (Level 3)

Not all paladins pursue lives of virtue or nobility. Some more worldly paladins swear an Oath of Prosperity and dedicate their lives to amassing great material wealth. Often hailing from the merchant class, or acting in the service of a great dragon, Prosperity paladins value gold over all else. To them, each action, decision, and even each life, has a value in gold.

While all those who follow the Oath of Prosperity do look out for themselves, not all operate for entirely selfish reasons. Some see material wealth, and the power that comes with it, as the most direct path to enacting change in the world.

Tenets of Prosperity

Paladins who swear this Oath adhere to a code that allows them to generate wealth. While some strictly follow the code, others have a more loose view of what constitutes wealth.

Benefit

Before you act, you must analyze any possible benefits you could gain, whether material wealth or favors.

Investment

View everything you do as an investment. Your actions should have a pay off for you at some point in the future. Debt is a powerful force to wield over another.

Profit

Never enter into a bad deal. Each agreement that you take part in must eventually increase your ability to grow your power, influence, wealth, or overall standing in society.

Channel Divinity

At 3rd level, you gain the following Channel Divinity options:

Distilled Fortune

As an action, you can touch your holy symbol to a Large or smaller non-magical object, that is not being worn or carried. It is transfigured into a tiny precious gemstone worth the exact monetary value of the item.

As an action, a creature can crush the gemstone, causing the object to reappear on an empty flat surface within 5 feet.

You can have a total number of objects transfigured in this way equal to your Charisma modifier (minimum of 1), and you can't use this Channel Divinity while at your maximum.

Vault of Prosperity

When you cast a spell that requires a material component with a gold cost, you can invoke this Channel Divinity to reduce the required cost of the material component by an amount of gold equal to 50 times your level.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Prosperity Spells
Paladin LevelSpells

3rd

alarm, identify

5th

arcane lock, locate object

9th

glyph of warding, tiny servant

13th

fabricate, secret chest

17th

animate objects, legend lore

Aura of Prosperity (Level 7)

Your presence increases the value of spells that aid allies you are invested in. Starting at 7th level, when an allied creature within 10 feet is targeted by a spell of 1st-level or higher that restores hit points, or grants them temporary hit points, they gain additional hit points, or temporary hit points, equal to your Charisma modifier (minimum of +1).

At 18th level the range of this aura increases to 30 feet.

Fortunate Defense (Level 15)

Starting at 15th level, you can liquidate your investments to protect you from harm. As a reaction when you take damage from a creature you can see, you can crush a gem you gained from Distilled Fortune, and reduce the incoming damage by 1d10 for each 100 gold the Distilled Fortune gem is worth.

For example, a Distilled Fortune gem that is worth 500 gold would reduce the incoming damage by 5d10.

Golden Guardian (Level 20)

At 20th level, you can use your action to take on the form of a Golden Guardian, a true paragon of Prosperity. When you do so, you gain the following benefits for one minute:

  • You gain temporary hit points equal to twice your level.

  • As a bonus action on each turn, you can grant a creature within your Aura of Prosperity temporary hit points equal to your Charisma modifier (minimum of 1).

  • While you, or any creature, has temporary hit points from this feature they gain a golden sheen and are resistant to all bludgeoning, piercing, and slashing damage.

Once you use this feature, you must finish a long rest before you can use it again, unless you spend a spell slot of 5th-level or higher to use it an additional time.

Oath of Protection

Oath of Protection (Level 3)

Paladins who swear the Oath of Protection are committed to the cause of protecting people, places, or even beliefs. Their well-grounded (and often narrowly interpreted) faith leads many who take the Oath to serve religious and secular organizations. However, paladins of this Oath have often turned against these very organizations when faced with tyrannical or oppressive regimes. Paladins who follow this path usually train frequently to maintain their capacity to offer aid in all circumstances to those that need it. They also encourage charity and lead by example in sheltering the weak and downtrodden.

Tenets of Protection

The first monarchs of Aglarion laid down the tenets of the Oath of Protection to protect their royal personages and the realm. However the oath has been shared widely by many faiths since then. Adherents to this oath hold the protection of people, places, and beliefs above all else and usually share these basic principles.

Protect those who protect us. Show respect to and safeguard those that are deserving and to whom you are sworn. Your word is your bond. Knights of the Crown take a special oath in Aglarion that stands above all other tenets: "Protect the Realm, your Sovereign, and the Crown."

Protect your allies. Keep those who depend on you from harm if threatened by forces greater than themselves. Shield those who are in allegiance with you as a bastion against harm. Join forces with your allies to overcome threats.

Protect those who stand behind you. Lead by example to become a beacon of inspiration to those around you, especially against seemingly insurmountable odds.

Protect yourself if there is nothing left to protect. Fortify your faith so that you may stand firm against that which makes you vulnerable. Be willing to sacrifice even your own life before all others. Tend to your own well-being, so that you may safeguard your charge until the very last.

Oath Spells

Starting at 3rd level, You gain oath spells at the paladin levels listed.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

  • Vow of Protection. You can use your Channel Divinity to bolster your defenses. As a bonus action, you can utter a vow of protection from a creature you can see within 30 feet of you, using your Channel Divinity. That creature gains disadvantage on attack rolls against you for 1 minute or until you drop to 0 hit points or fall unconscious.

  • Divine Ward. You can use your Channel Divinity to offer protection to those around you. As an action, you present your holy symbol and each creature of your choice that you can see within 30 feet of you becomes warded for 1 minute. Any creature who targets a warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This effect doesn't protect the warded creature from area effects, such as the explosion of a fireball. If the warded creature makes an attack or casts a spell that affects an enemy creature, this effect ends. This effect ends on the creature if you are incapacitated or die or if the warded creature is more than 30 feet away from you.

Dedicated Defender (Level 7)

Starting at 7th level, you can deflect attacks against those whom you protect. When another creature damages you or your ally within 5 feet with a melee attack, you can use your reaction to reduce the damage you take from the attack by 1d6 + your Charisma modifier. This reduction increases to 1d8 + your Charisma modifier at 13th level, and 1d10 + your Charisma modifier at 17th level.

Bastion of Self (Level 15)

Starting at 15th level, your faith makes you protected against your foes. Any creature who targets you with an attack or a harmful spell must first make a Wisdom saving throw against your spell save DC. On a failed save, the creature must choose a new target or lose the attack or spell. Any creature that succeeds on the saving throw is immune to Bastion of Self for 24 hours. This effect doesn't protect you from area effects, such as the explosion of a fireball. This effect also ends if you are incapacitated or die.

Divine Protector (Level 20)

At 20th level, your dedication to become a paragon of protection makes you a bulwark against the enemies of your cause and a symbol to those around you. This effect ends early if you are incapacitated or die. Once you use this feature, you can't use it again until you finish a long rest.As an action, you recount the Tenets of Protection and gain the following benefits for 1 minute:

  • You gain the benefits of a shimmering field of protection, granting you a +2 bonus to AC.

  • You have resistance to bludgeoning, piercing, and slashing damage from non-magical weapons.

  • Whenever you or any ally within 30 feet fails a saving throw, you can use your reaction to force the creature to reroll it. You must use this new roll.

Oath of Providence

Oath of Providence (Level 3)

Paladins who take the Oath of Providence believe they are the hand of destiny, striking down enemies beyond redemption. They believe in their hearts that some creatures, often those who commit atrocities, are fated to die in battle. These paladins are the executioners. Their oath gives them the power to bend destiny in their favor and send foes to their final fate.

Tenets of Providence

The tenets of the Oath of Providence are written in stone on the tombs of paladins undertaking this path.

Embrace Destiny

When bad luck comes your way, understand it was meant t obe and search for the opportunity fate has given you within your loss.

Deliver Enemies to Fate

Those who become your enemies aren't long for this world. They must die by your hand.

Accept Immutability

Fate is a force more powerful than the gods. Accept that there are situations in which you're powerless and take power over that you can influence.

Strength in Numbers

Together with your allies, you have the power to influence fate. Destiny smiles upon those who embrace it.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Providence Spells
Paladin LevelSpells

3rd

bless, divine favor

5th

aid, augury

9th

bestow curse, clairvoyance

13th

death ward, divination

17th

commune, legend lore.

Channel Divinity

When you take this option at 3rd level, you gain the following two Channel Divinity options.

Predestination

You can use your Channel Divinity to invoke the divine to smile upon your allies. When one creature within 60 feet of you that you can see makes a saving throw, you can use your reaction to grant the creature advantage on the save, using your Channel Divinity. If the effect allows the creature to take only half damage on a successful save, the creature instead takes no damage on a successful save, and only half as much damage one a failed one.

Kiss of Calamity

As an action, your Channel Divinity can be used to besiege your enemies with bad luck. Each unfriendly creature that can see or hear you within 30 feet of you must make a Charisma saving throw, gaining disadvantage on all saving throws for 1 minute on a failure. You must be conscious for this feature to have effect.

Favor the Bold (Level 7)

Beginning at 7th level, fortune guides your hand. When you miss with a weapon attack, you can choose to hit instead. When you use this feature, your target takes extra radiant damage equal to your Charisma modifier (minimum of 1).

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Gift of Foresight (Level 15)

Starting at 15th level, your faith grants you a prophetic glimpse into the future. When you finish a short or long rest, roll a d20 and record the number rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with your prophetic roll. You must choose to do so before the roll, and you can use roll in this way only once.

When you finish a short or long rest, you lose any unused prophetic roll.

Hand of Fate (Level 20)

At 20th level, you become an agent of destiny, heavily influencing the outcome of the events around you. For 1 minute, you project an aura of dim, silver light in a 10-foot radius. Whenever an enemy creature starts its turn in your aura, it has disadvantage on attacks and saving throws, while you and friendly creatures have advantage on attack rolls and saving throws. When the aura fades away, you regain all expended uses of your Favor the Bold feature.

Once you use this feature, you can't use it again until you finish a long rest.

Oath of Providence

Oath of Providence (Level 3)

Paladins who take the Oath of Providence see the ebb and flow of the strings of fate around them, regardless of what others call it: destiny, luck, or the Weave. They understand that these countless choices lead one down the path of their creation.

Tyrants, warlords, corrupt officials, and any others who seek to rob otehrs from the freedom of choice the sworn foes of these Paladins. These paladins are the executioners. Their oath gives them the power to blend destiny in their favor and send foes to their final fate.

Tenets of Providence

The tenets of the Oath of Providence are written in stone on the tombs of paladins undertaking this path.

Welcome Adversity

When bad luck comes your way, understand it was meant to be and search for the opportunity fate has given you within your loss.

Deliver Enemies to Fate

Those who mettle with destiny and forgo the natural order are enemies of fate. They must die by your hand.

Accept that which Cannot Change

Fate is a force more powerful than the gods. Accept that there are situations in which you're powerless, and take control over that which you can influence.

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of Providence Spells table. See the Sacred Oath class feature for how oath spells work.

Oath of Providence Spells
Paladin LevelSpells

3rd

bless, divine favor

5th

augury, fortune's favor

9th

bestow curse, clairvoyance

13th

death ward, divination

17th

commune, legend lore

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Predestined Mercy

As a reaction when you or a creature you can see within 60 feet of you makes a saving throw against a damaging effect, you can use your Channel Divinity to peer into the near future, tempting fate into a favorable outcome. If the target would take half damage on a successful saving throw, it instead takes no damage, and only half as much damage on a failed one.

Kiss of Calamity

As an action, you can use your Channel Divinity to besiege an enemy with bad luck. Choose one creature of your choice within 30 feet of you to make a Charisma saving throw against your spell save DC. On a failed save, the target has disadvantage on all saving throws it makes for 1 minute. This effect ends if you call unconscious.

Aura of Favor (Level 7)

Beginning at 7th level, your good fortune guides your hand. Whenever you or creatures of your choice within 10 feet of you regain hit points, treat any dice rolled to determine the hit points regained as having rolled their maximum value.

At 18th level, the range of this aura increases to 30 feet.

Gift of Foresight (Level 15)

Starting at 15th level, you are able to see the imminent movements of creatures and objects all around you as vague, shadowy visions. You cannot be surprised while you are conscious, and you have advantage on all initiative rolls.

Hand of Fate (Level 20)

At 20th level, you become an agent of destiny, guiding the outcome of the events all around you. When a creature targets you with an attack or a harmful spell, it must first make a Wisdom saving throw against your spell save DC. On a failed save, the creature must choose a new target or lose the attack or spell. This effect doesn't protect you from area effects, such as the explosion of a fireball.

As soon as a creature damages you, it is immune to this effect for 24 hours.

Oath of Purification

Oath of Purification (Level 3)

In a world teeming with evil and darkness, some crusaders find that revealing evil by the light of day is not enough to stop it—evil must be purged to ashes itself. Growing respect for the cleansing power of divine fire leads these warriors to the Oath of Purification. Known for leading torch-wielding mobs, organizing ruthless inquisitions, and putting evil to the pyre, these paladins are devoted to purity by flame.

Tenets of Purification

With their rigid adherence to the concept of purity, those who follow the Oath of Purification rarely deviate from swearing to the purest conceptions of the oath's tenets. The oath emphasizes purity, but its followers run the gamut of alignments based on what they personally believe to be pure and what they see as corruption. The tenets of purification are:

Banish the Darkness

With darkness comes terror, but with the light of fire comes courage. The purity of my purpose must drive out the uncertainty, fear, and doubt that I encounter.

Cleanse All, Even Oneself

Evil and corruption must be cleansed at every turn, no matter the cost. If evil is given time to fester, it will spread like rot or a cancer. And if corruption takes hold within my heart, it must be cleansed before anything else.

Leave No Trace of the Evil

If those who come after me can glean the truth of my enemies' evil from the ashes that I leave, it means the ashes were not burned enough. Justice, sagacity, honesty, and all other such concerns are secondary to cleansing evil so thoroughly that it is completely forgotten.

Purity Only Through Pain

There is no painless method for cleansing corruption, even within myself. Those who seek to purify without causing pain will ultimately fail to purify anything.

Share the Flame

As one torch can light another, my righteous flame of purity can inspire others who are not yet corrupted to take up my cause. I will lead those with smaller flames until they grow to a blazing beacon.

Oath of Purification Spells

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Cloaked in Fire

You can use your Channel Divinity to wreathe yourself in magical golden flames. As an action, you become surrounded with fire that scorches your foes without harming you or your equipment. Each enemy creature within 10 feet of you must make a Dexterity saving throw. A target takes fire damage equal to 2d6 + half your paladin level on a failed save, or half as much on a success.

Until the start of your next turn, the flames continue to burn, shedding bright light in a 20-foot radius and dim light for an additional 20 feet, and each enemy creature that ends its turn within 10 feet of you takes fire damage equal to 2d6 + half your paladin level.

Purifying Flames

You can use your Channel Divinity to imbue a target with purifying flame that does not burn them. As an action, you fill one creature that you can see within 60 feet of you with divine fire. Creatures that are inside the target's body or possessing the target take fire damage equal to twice your paladin level.

You can cure one disease on the target or end up to one effect causing it to be blinded, charmed, deafened, paralyzed, or poisoned The target also has advantage on Constitution saving throws until the end of your next turn, and the next time it hits with a weapon attack during that time, the attack deals bonus fire damage equal to your paladin level + your Charisma modifier (minimum +1).

Aura of Warmth (Level 7)

At 7th level, you gain an aura of warmth that tempers flame, banishes cold, and purifies toxins. While you are conscious, you and friendly creatures within 10 feet of you have resistance to cold damage, fire damage, and poison damage.

At 18th level, the range of this aura increases to 30 feet.

Purge by Fire (Level 15)

Starting at 15th level, when you deal fire damage with a spell or paladin class feature to a creature you can see within 120 feet of you, you can cast dispel magic on that creature without using an action, expending a spell slot, or requiring components. You can do this even if you do not have dispel magic prepared.

Once you have used this feature, you cannot use it again until you finish a short or long rest.

Eradicating Flame (Level 20)

When you reach 20th level, you can use your action to ignite one weapon you are holding with divine flame. For the next 10 minutes, while you are holding the weapon, it is magical and engulfed in roaring golden fire. The fire sheds bright light in a 20-foot radius and dim light for an additional 20 feet. It doesn't harm you or your equipment and cannot be extinguished by normal means.

Melee attacks you make using the flaming weapon have advantage. When you hit with such an attack, it deals an extra 1d10 fire damage and 1d10 radiant damage, and if the target is flammable or is a creature, it is lit ablaze. Until a creature takes an action to douse the fire, it takes 1d10 fire damage at the start of each of its turns. If damage from the attack or the fire kills a target, that target is burned to ash.

Once you have used this feature, you cannot use it again until you finish a long rest.

Oath of Radiance

Aura of Light (Level 7)

Starting at 7th level, you can choose to emit an aura of light while you're not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover, and its area is bright light. Dim light extends 10 feet beyond this, but the dim light is not considered part of the aura. You and friendly creatures within the aura have resistance to radiant and necrotic damage, and advantage on death saving throws.

You can activate and deactivate this aura as a bonus action. Starting at 18th level, you can also use your bonus action to increase this aura's range to 30 feet, or reduce it back to 10 feet. The dim light also changes by the same amount.

All-Seeing (Level 15)

Beginning at 15th level, you are always under the effects of a see invisibility spell. Also, for you see invisibility now has a range of 30 feet, rather than self, allowing you to grant its effects to another creature within range when you cast it.

Radiant Champion (Level 20)

At 20th level, you gain the ability to harness radiant energy and become a paragon of light. Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:

  • On your turn, you can spend your movement to teleport a distance equal to twice the movement you spend. You teleport to an unoccupied location that you can see.

  • When you hit a creature with an attack, it takes an additional 1d8 radiant damage and is basked in radiant energy until the start of your next turn. For the duration, the creature can't benefit from being invisible, attacks made against it are made with advantage, and it emits dim light out to a range of 10 feet.

Once you use this feature, you can't use it again until you finish a long rest.

Oath of Radiance

Oath of Radiance (Level 3)

The Oath of Radiance is a beacon in the night, burning away the corruption of shadow and undeath. (non-ogl places) see the white-and-yellow-plumed helmets of these warriors of light. Radiant paladins are bold and brash, abhorring stealth and grandly striding into battle against the forces of darkness. Nearly every paladin that swears this oath is a worshipper of Khors. Paladins of the Oath of Radiance are overwhelmingly good-aligned, and most are lawful. Some reject the rigid nature of knightly orders for the life of a knight errant. Though still nearly universally good, these wayward paladins are more neutral than lawful, and they use their relative freedom to bring their light to bear as they deem it most necessary.

Tenets of Radiance

Paladins who swear the Oath of Radiance devote themselves to fighting the insidious powers of the Shadow Realm that darken mortal hearts and against the undead that extinguish the light of life and replace it with hungry darkness. Most importantly, they take it upon themselves to rescue those corrupted by Shadow or undead influence. They will spare mortal foes in the thrall of darkness in the hope that such creatures can be redeemed.

Cleanse Corruption.

I will burn out all creatures born of darkness, showing no pity or mercy. I will not suffer the company of dark creatures, save those taken in by darkness who I might redeem.

Lead with Light.

I stand open and courageous in the face of battle and will be the last of my companions to quit the field, just as the last ray of sun leaves the day.

Preserve the Righteous.

I will defend those who labor and live in fear of shadow. I will shield them from harm and keep the light upon them.

Redeem the Beguiled.

Those tempted into the service of darkness may yet be saved, and I will do everything in my power to bring them back to the light. I will be discerning in offering this mercy, but the redemption of the corrupted is paramount.

Remain Pure.

I will never yield to the lies of darkness or suffer corruption to take me. I will cleanse myself of dark taint or die before threatening those I defend.

Oath Spells

You gain oath spells at the paladin levels listed.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Dawn's Radiance. As an action, you present your holy symbol or a melee weapon, and it flares with the radiance of the newly-risen sun. Magical darkness within 20 feet of you is dispelled. Thereafter, the object continues to shine for 1 hour or until you lose possession of it. The object sheds bright light out to 20 feet and dim light 20 feet beyond that.

An undead creature, a creature native to the Shadow Realm or with levels of shadow corruption, and any creature harmed by sunlight (such as a creature with the sunlight sensitivity feature) suffers pain and disorientation in this radiance. The creature has disadvantage on attack rolls and on Dexterity (Stealth) and Wisdom (Perception) checks while it, the target of its attack, or anything it is trying to perceive is in the bright light shed by the holy symbol or weapon.

Turn the Corrupted. As an action, you present your holy symbol and speak a prayer against the corruptive power of death and shadow, using your Channel Divinity. Each undead, or creature native to the Shadow Realm or with levels of shadow corruption, that is within 30 feet of you and that can see or hear you must make a successful Wisdom saving throw or be turned for 1 minute or until it takes damage.

Aura of Resolve (Level 7)

Beginning at 7th level, you and your allies within 10 feet of you have advantage on saving throws against spells and effects created by undead creatures and by creatures native to the Shadow Realm or with any levels of shadow corruption. This benefit lasts until someone fails a saving throw that was made with advantage because of your aura of resolve. Once that happens, you must complete a short or long rest before this ability functions again.

At 18th level, the range of this aura increases to 30 feet.

Soul of Light (Level 15)

Starting at 15th level, you can't gain levels of shadow corruption, you are resistant to necrotic damage and your ability scores and hit point maximum can't be reduced.

Radiant Champion (Level 20)

At 20th level, as an action, you suffuse your being with divine radiance that brings life and burns away dark corruption.

For 1 minute, you gain the following benefits:

  • At the start of each of your turns, you regain 10 hit points.

  • Once on your turn when you hit an undead creature, a creature native to the Shadow Realm, or a creature with any levels of shadow corruption, it must make a successful Wisdom saving throw against your spell save DC or be incapacitated until the end of its next turn.

  • An undead creature, a creature native to the Shadow Realm, or a creature with any levels of shadow corruption that touches you or hits you with a melee attack from within 5 feet takes 2d8 radiant damage.

Oath of Rebellion

Oath of Rebellion (Level 3)

The Oath of Rebellion is a powerful commitment to strike back against oppressors. At times where corrupt leaders and powerful organizations abuse their powers and restrict the freedoms of their patrons, these paladins arise to fight for and inspire those who cannot fight for themselves. They seek great change, even at the cost of using underhanded tactics, and understand they cannot make change alone, aiming to instead be the icon for others to follow.

Tenets of Rebellion

The tenets of the Oath of Rebellion drive a paladin to fight for those oppressed by authority.

Fight Against Oppression

Never turn your back on those suffering injustice or cruelty. Fight for their freedom and the freedom of all.

Fight for Equality

Demand and fight for the fair treatment of all. Never turn your back to those treated with disrespect or unfair judgment.

Lead the Rebellion

Be the spark that ignites the rebellion. Lead the charge with your companions to make great changes in this world and stand with them no matter the cost.

Oath Spells

You gain oath spells at the paladin levels listed.

Channel Divinity: Break the Shackles

You can use your Channel Divinity to cleanse debilitating affects. As an action, you present your holy symbol and choose one creature within 30 feet of you. It regains hit points equal to 1d6 + your paladin level, and one condition of your choice afflicting it ends. The condition can be blinded, charmed, deafened, frightened, paralyzed, poisoned, restrained, or stunned. You can use this action even while you are incapacitated, so long as you have at least 1 hit point.

Channel Divinity: Stand Your Ground

You can use your Channel Divinity to empower your resolve. As a bonus action, you grant yourself a +5 bonus to Charisma (Intimidation) checks for the next 10 minutes.

Aura of Equality (Level 7)

Starting at 7th level, you emanate an equalizing aura while you are not incapacitated, which extends 10 feet from you in every direction.

When a beneficial spell of 5th level or lower that targets a single creature and that has a duration longer than instantaneous, such as shield of faith or invisibility, is cast within 60 feet of you, you can use your reaction to capture some of spell's magic. You then begin to release it through your aura. All creatures inside the aura share the benefits of the spell for its duration or until you lose concentration (as if you were concentrating on a spell). If a creature leaves the aura, they lose the benefits until they return. You do not need to use your reaction to capture a spell's magic this way if you were the one to cast it.

You can only have one spell active through this aura at a time. If you capture the magic of another spell, your aura immediately stops emitting the benefits of the previous spell. If you capture the magic of a spell that marks a particular creature, such as hunter's mark, all creatures inside the aura also gain the benefits provided by the spell against the original caster, as if they were the target of the spell, in addition to the original target. Lastly, you cannot capture the magic of 'aura' spells with this feature.

Once you reach 18th level, you can extend the range of this aura. You can switch between a smaller (10 feet) or a larger (30 feet) aura as a bonus action on your turn.

Icon of Persistence (Level 15)

At 15th level, you can grant your allies courage and strike with them. When a creature within 10 feet of you misses an attack roll, you can use your reaction to grant them a bonus to the roll equal to your Charisma modifier (minimum of +1), potentially changing the outcome. If this causes the attack to hit, you can make one weapon attack against the creature your ally attacked as a part of the same reaction, provided they are within range.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Avatar of Insurgence (Level 20)

At 20th level, you can harness the force of all those who rebel with you. As an action, you gain the following benefits for 1 minute:

  • You have resistance to all damage.

  • While you have at least 1 hit point, you are immune to all non-beneficial conditions.

  • You and all friendly creatures within 30 feet have their speed increased by 10 feet and gain a bonus to attack rolls equal to the number of allies within that area (a maximum bonus of +5).

Once you use this feature, you can't use it again until you finish a long rest.

Oath of Rebellion

Oath of Rebellion (Level 3)

The Oath of Rebellion is a righteous commitment to stamp out all tyranny, to uphold the ideals of liberty and free will. Sometimes called torchbearers, mob knights, or riot knights, paladins who swear this oath are champions of the common man, and scourges of all those who would oppress them. They believe that, if it is in the name of ending a dictator's rule, they can engage in any deception, treachery, and violence, proclaiming that freedom for all is worth any stain on their soul.

Tenets of Rebellion

Though specific tenets of the Oath of Rebellion can vary by paladin, the basic intents are the same. Due to the flagrant disregard for societal law and the demand for self-sacrifice in these tenets, most paladins of the Oath of Rebellion are chaotic good in alignment.

Suffer no Tyranny

I recognize tyranny in all its forms, and tolerate none of it. Dictatorship, hypocrisy, and corruption all must be expunged.

Ignite the Fire

No single ember can burn a castle to the ground, but many embers combine to create an inferno powerful enough to raze any fortress. I inspire the oppressed to join me in the fight for their freedom.

Never Back Down

No matter my own personal suffering or tragedy, I continue forward. I refuse to be struck down without accomplishing my mission.

Ends Justify Means

I will engage in murder, deceit, and treachery if it means that innocents can be free. I eat these sins in the name of liberty.

Oath Spells

You gain oath spells at the paladin levels listed.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity Options.

Incite Rebellion

As an action, you ignite a fire in the hearts of creatures surrounding you, using your Channel Divinity. Choose any number of other creatures within 30 feet of you that can see or hear you; each target gains temporary hit points'24 equal to your Charisma modifier (minimum 1). Until a target loses all of its temporary hit points, it is immune to being frightened, and you have advantage on Charisma checks you make to incite it to action against a tyrant, oppressive state, or similar circumstance.

Unbreakable Spirit

When a creature you can see within 30 feet of you is reduced to 0 hit points, you can use your reaction to bolster that creature, using your Channel Divinity. The creature is instead reduced to 1 hit point. It then gains temporary hit points'24 equal to your paladin level, and can rise to its feet if it was prone.

Aura of Tenacity (Level 7)

Starting at 7th level, when you or a friendly creature within 10 feet of you starts its turn with no more than half its hit points remaining, it gains temporary hit points'24 equal to your Charisma modifier (minimum 1).

At 18th level, the range of this aura increases to 30 feet.

Vive La Résistance (Level 15)

Starting at 15th level, when a creature other than you within 30 feet that you can see takes damage, you can use your reaction and expend hit points from your LLay on Hands pool to prevent some or all of the damage. When you do, you prevent an amount of damage equal to the number of hit points you spent from the pool. If you spend 10 or more hit points from the poolthis way, the creature can use its reaction to make aweapon attack.

Avatar of Rebellion (Level 20)

At 20th level, as an action, you can become a conduit for the outrage of oppressed peoples throughout the multiverse, gaining the following benefits for 1 minute:

  • You can't be grappled, incapacitated, or restrained, nor can you have your movement reduced in any way, other than by becoming unconscious due to having 0 hit points. If you are subject to one or more of these conditions when you use this feature, the condition immediately ends on you.

  • Once, when you are reduced to 0 hit points, you can choose to be reduced to 1 hit point instead. You regain the use of this ability at the start of your next turn.

  • When a creature casts a spell or uses an ability that would frighten or charm you or one of your allies within 30 feet of you, you gain advantage on attack rolls against that creature until the end of your next turn.

Once you use this feature, you can't use it again until you finish a long rest'24.

Oath of Rebirth

Oath of Rebirth (Level 3)

The Oath or Rebirth calls to paladins that believe that the forces of Good can never truly be defeated, and that hope can be given up, but cannot be killed. Sometimes called phoenix warriors, eternal lights or ash knights, these paladins wield the power of the immortal flame of faith into battle, inspiring the righteous as shining beacons of hope and consuming their enemies with cleansing fire. They serve the forces of Good with burning fury, and do not hesitate to destroy anything that opposes them, in hopes of purifying the unjust to start afresh once again. Those who swear this oath often adorn their armors and clothing with symbols of hope and immortality, like red feathers or sunrises, to reflect their unshakable faith in the providence.

Tenets of Rebirth

Tenets of Rebirth have been the same since the times of the first phoenix warriors. They are passed on orally, and most of these paladins know them by heart. They emphasize the principles of everlasting hope, righteousness and courage.

Become The Guiding Light.

Personally take charge of actions against the forces of Evil. Inspire and lead your companions into battle with burning fervor.

Be Ready To Sacrifice.

Do not fear death, for your spirit will live on in the heart of your righteous companions; let your last, heroic act be an inspiration for those who falter.

Burn To Rebuild From The Ashes.

Often, you cannot redeem those who have lost the righteous path. Destroy those who oppose the forces of Good with your sacred fire, and let them start afresh from their own ashes.

Oath Spells

You gain oath spells at the paladin levels listed.

Channel Divinity: Dauntless Spirit

As a bonus action, you can use your Channel Divinity to challenge death itself.

For 1 minute, you and every ally within 30 feet of you have advantage on death saving throws.

Channel Divinity: Fervor of Battle

As an action, you can use your Channel Divinity to develop an incredible fighting endurance.

For 1 minute, every time you deal damage with a melee weapon attack, you recover hit points equal to half your Charisma modifier (rounded up, minimum of 1).

Aura of Fortitude (Level 7)

Starting at 7th level, you and friendly creatures within 10 feet of you gain temporary hit points equal to half your Charisma modifier (rounded up, minimum of 1) at the start of each of your turns.

At 18th level, the range of this aura increases to 30 feet, and the temporary hit points you grant with this feature are equal to your Charisma modifier instead.

Through the Flames (Level 15)

Starting at 15th level, you no longer age. Also, each time you or a friendly creature within 30 feet of you suffers fire damage, you can use your reaction to give that creature immunity to fire damage until the start of your next turn. You can use this feature a number of times equal to your Charisma modifier (minimum of 1), and you regain all expended charges after a long rest.

Eternal Crusader (Level 20)

At 20th level, you learn how to unleash the spirit of the phoenix, assuming the form of an immortal winged warrior. Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:

Wings of fire sprout from your back and grant you a flying speed of 60 feet.

Your melee weapon attacks deals 1d6 bonus fire damage, and ignore fire resistance.

When you are reduced to 0 hit points, you can choose to spend a hit dice. If you do, you drop to 1 hit point instead, and recover hit points equal to 10 + your Constitution modifier.

Once you use this feature, you can't use it again until you finish a long rest.

Oath of Redemption

Oath of Redemption (Level 3)

The Oath of Redemption sets a paladin on a difficult path, one that requires a holy warrior to use violence only as a last resort. Paladins who dedicate themselves to this oath believe that any person can be redeemed and that the path of benevolence and justice is one that anyone can walk. These paladins face evil creatures in the hope of turning their foes to the light, and they slay their enemies only when such a deed will clearly save other lives. Paladins who follow this path are known as redeemers.

While redeemers are idealists, they are no fools. Redeemers know that undead, demons, devils, and other supernatural threats can be inherently evil. Against such foes, paladins who swear this oath bring the full wrath of their weapons and spells to bear. Yet the redeemers still pray that, one day, even creatures of wickedness will invite their own redemption.

Tenets of Redemption

The tenets of the Oath of Redemption hold a paladin to a high standard of peace and justice.

Peace

Violence is a weapon of last resort. Diplomacy and understanding are the paths to long-lasting peace.

Innocence

All people begin life in an innocent state, and it is their environment or the influence of dark forces that drives them to evil. By setting the proper example, and working to heal the wounds of a deeply flawed world, you can set anyone on a righteous path.

Patience

Change takes time. Those who have walked the path of the wicked must be given reminders to keep them honest and true. Once you have planted the seed of righteousness in a creature, you must work day after day to allow that seed to survive and flourish.

Wisdom

Your heart and mind must stay clear, for eventually you will be forced to admit defeat. While every creature can be redeemed, some are so far along the path of evil that you have no choice but to end their lives for the greater good. Any such action must be carefully weighed and the consequences fully understood, but once you have made the decision, follow through with it knowing your path is just.

Oath Spells

You gain oath spells at the paladin levels listed.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Emissary of Peace

You can use your Channel Divinity to augment your presence with divine power. As a bonus action, you grant yourself a +5 bonus to Charisma (Persuasion) checks for the next 10 minutes.

Rebuke the Violent

You can use your Channel Divinity to rebuke those who use violence. Immediately after an attacker within 30 feet of you deals damage with an attack against a creature other than you, you can use your reaction to force the attacker to make a Wisdom saving throw. On a failed save, the attacker takes radiant damage equal to the damage it just dealt. On a successful save, it takes half as much damage.

Aura of the Guardian (Level 7)

Starting at 7th level, you can shield others from harm at the cost of your own health. When a creature within 10 feet of you takes damage, you can use your reaction to magically take that damage, instead of that creature taking it. This feature doesn't transfer any other effects that might accompany the damage, and this damage can't be reduced in any way.

At 18th level, the range of this aura increases to 30 feet.

Protective Spirit (Level 15)

Starting at 15th level, a holy presence mends your wounds in battle. You regain hit points equal to 1d6 + half your paladin level if you end your turn in combat with fewer than half of your hit points remaining and you aren't incapacitated.

Emissary of Redemption (Level 20)

At 20th level, you become an avatar of peace, which gives you two benefits:

  • You have resistance to all damage dealt by other creatures (their attacks, spells, and other effects).

  • Whenever a creature hits you with an attack, it takes radiant damage equal to half the damage you take from the attack.

If you attack a creature, cast a spell on it, or deal damage to it by any means but this feature, neither benefit works against that creature until you finish a long rest.

Oath of Remembrance

Oath of Remembrance (Level 3)

Paladins who take this oath have a close relationship with death, and the dead. Often they are people who have lost people dear to them. Paladins of remembrance usually dedicate themselves to the preservation of the past, and to the protection of holy sites such as graveyards. However, some of these paladins see it as their sacred duty to set out and find those souls who are trapped on the material plane as ghosts and shades, to try and bring them peace and lay them to rest.

Tenets of Remembrance

The tenets of the Oath of Silence are all about secrets.

  • Mourn

    Honor the fallen.

  • Remember

    Do not forget the dead.

  • Be At Peace

    Some spirits of the dead are stuck on the material plane, and need to be brought peace.

Channel Divinity: Summon Spirit

As a bonus action, you may brandish your holy symbol and call a spirit to aid you in battle. The spirit appears in an unoccupied space within 30 feet of you. It uses the Bonded Spirit stat block at the end of this subclass, which uses your Proficiency Bonus (PB) in several places, you may choose its appearance. In combat, the spirit shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required). If you don't issue any, it takes the Dodge action and uses its move to avoid danger. The spirit remains for 10 minutes, after which it fades away.

Channel Divinity: Ghostly Step

As an action, you may teleport up to 60 feet to an unoccupied space you can see. You can also bring one willing creature with you that is within 5 feet of you when you use this feature.

Aura of Spirits (Level 7)

Beginning at 7th level, you can call upon spirits to pull you or your allies partially into the ethereal plane to protect them from harm. As a reaction whenever you or a creature within 15 feet of you that you can see takes bludgeoning, piercing or slashing damage, you can give that creature resistance to these types of damage until the beginning of your next turn.

At level 18, the range of this feature increases to 30 feet.

Ethereal Soul (Level 15)

At 15th level, you may cast the Etherealness spell once without consuming a spell slot or material components. After you've done so, you may not do so again until you finish a long rest.

Avatar of the Fallen (Level 20)

At 20th level, you can become a spirit yourself. As an action you may enter into an incorporeal state. You gain the following benefits for 1 minute:

  • Your attacks deal an additional 2d8 necrotic damage.

  • You have resistance to all damage types.

  • You can move through other creatures and objects as if they were difficult terrain. You take 5 (1d10) force damage if you end your turn inside an object and are shunted into the next available space.

After you've entered into this state, you cannot do so again until you finish a long rest, unless you expend a 5th level spell slot to do so.

Oath of Resolve

Oath of Resolve (Level 3)

Often hailing from lawless lands, paladins who take the Oath of Resolve know better than anyone that righteousness is hard to attain. These paladins know that life is rough, and that is impossible to truly live without getting dust on your boots. They hold that righteousness is not a state of being, but rather a choice that must be made and a struggle that must be won every day. Paladins who take the Oath of Resolve do not idealize perfect, heroic figures. Instead, they hold up as examples ordinary people struggling to improve their lives, and strike down any who would prey on such folk.

Tenets of Resolve

Though the exact words and strictures of Oath of Resolve vary, paladins of this Oath share these tenets.

Strive Always. Character shows up best when tested. The greater the struggle, the greater value there is to find in the result. No cause is truly lost so long as someone strives after it.

Only You Can Save Yourself. No matter your lot in life, you determine your own actions. If you find yourself in a hole, first thing to do is stop digging. The second thing to do is start climbing. Always be willing to throw the climbers some rope.

Charity to the Weak. Not everyone has the stones to strive for righteousness. Lead by example, and those that can will follow. Be kind to those that cannot strive, and care for them when possible.

Examples Must be Made. There are those who take advantage of life's adversity and strive against righteousness. The people must be shown that such villains will always be overcome in the end.

Proficiencies

Starting when you choose this oath at 3rd level, you gain proficiency with advanced firearms.

Gunsmith

Upon choosing this oath at 3rd level, you gain proficiency with Tinker's Tools. You may use them to craft ammunition, repair damaged firearms, or even draft and create new ones (DM's discretion). Some extremely intricate and experimental firearms are only available through crafting.

Sacred Piece

At 3rd level, you gain the ability to bond your oath with a firearm to create a sacred piece. Any time you hit a creature with an attack using your sacred piece, you may apply your divine smite feature. After you reach 11th level, you may also apply your improved divine smite feature to attacks made with your sacred piece. Additionally, any paladin spell you cast that applies to melee weapon attacks also applies to attacks with your sacred piece.

Creating a sacred piece is a holy ritual requiring one hour of uninterrupted concentration. If your bonded firearm is destroyed or lost, you may bond to a new firearm by spending another hour and paladin spell slot to repeat the ritual.

When you take this Oath at 3rd level, you gain the following two Channel Divinity options.

Channel Divinity: Empower the Weak

You can use your Channel Divinity to strengthen your allies. As an action, you may select one ally within 30 feet of you. The selected ally gains temporary hit points equal to double your paladin level, and advantage on its next attack roll or ability check.

Channel Divinity: Gunhand

At 3rd level, you can use your Channel Divinity on your turn after you have used the attack action to instantly reload your firearm and make one additional attack with it, on top of your regular action and any possible bonus action. You still require sufficient ammunition, as normal.

Aura of Perseverance (Level 7)

At 7th level, you and friendly creatures within ten feet of you can't be stunned while you are conscious. At 18th level, the range of this aura increases to 30 feet.

Unstoppable (Level 15)

At 15th level, your stubbornness makes you an implacable force. Your speed may not be reduced by magic, and difficult terrain does not cost you extra movement. If you are grappled by a creature, your speed is halved instead of reduced to 0. All creatures in grapple are pulled along with you when you move.

Enduring Champion (Level 20)

At 20th level, you gain the ability to harness your resolve. Using your action, you may draw upon your stubbornness as a form of magical protection. For one minute, you gain the following benefits:

  • Ranged attacks have disadvantage against you.

  • If you are reduced to 0 hit points, you may continue to take the Attack, Help, or Use an Object action, but you may not move and you continue to make death saving throws. Taking damage still causes you to fail death saving throws automatically, and if you would die from failing three death saving throws, you die as normal.

  • When you make an attack with a firearm, you may add your charisma modifier (minimum of +1) to your attack and damage rolls.

Oath of Resolve

Oath of Resolve (Level 3)

The Oath of Resolve is a lonely path, walked by those who seek to achieve as much with their lives as they can. They are wandering crusaders, looking for wrongs to right, or to hamper the efforts of those whose aims will lead to chaos and pain, wherever they might be. These knights do not trouble themselves with the why, and if a larger trouble comes along while they already pursue a task, they do not falter. The only thing that matters is the next step, for the last one never comes.

Tenets of Resolve

3rd-level Oath of Resolve feature

The tenets of the Oath of Resolve are some of the least attractive for Paladins, but they produce effective warriors. The core premise of the tenets speak for themselves.

Remain Focused

I cannot be divided in my goals, I must choose an objective and pursue it until it is complete.

Reject Vice

The path of comfort leads to complacency.

No Remorse

What has been done has been done, regret has no place in my heart.

Fight Until Your Last Breath

Death may be inevitable, but it should never be accepted.

Oath Spells

3rd-level Oath of Resolve feature

You gain oath spells at the paladin levels listed in the Oath of Resolve Spells table. See the Sacred Oath class feature for how oath spells work.

Channel Divinity

3rd-level Oath of Resolve feature

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Vow of Duty

As an action you can present your holy symbol and speak a vow of duty, using your Channel Divinity. Choose a creature or object within 30 feet of you. For 1 hour, the target gains no benefit against you from being invisible or heavily obscured, and you do not have disadvantage on attacks made against it as a result of being blinded. Additionally, you know the exact direction and distance to the target while it is on the same plane of existence as you.

Inexorable Advance

As a bonus action, you can use your Channel Divinity to ignore creatures that would seek to deny your passage. For 1 minute, you can move through the spaces of hostile creatures regardless of their size, and creatures you move through on your turn have disadvantage on opportunity attacks made against you until the end of that turn.

Aura of Tenacity (Level 7)

7th-level Oath of Resolve feature

Starting at 7th level, you and friendly creatures within 10 feet of you are unaffected by difficult terrain.

At 18th level, the range of this aura increases to 30 feet.

Eternal Vigilance (Level 15)

15th-level Oath of Resolve feature

Starting at 15th level, your refusal to shirk your duty transcends even your time of rest. You no longer suffer any of the penalties of being unconscious.

Beyond Determination (Level 20)

20th-level Oath of Resolve feature

At 20th level, you can assume the form of an avatar of conviction. Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:

  • You cannot be reduced to lower than 1 hit point.

  • You can take the Dash action as a bonus action.

  • You are immune to being charmed or grappled.

Once you use this feature, you can't use it again until you finish a long rest.

Oath of Revelry

Oath of Revelry (Level 3)

Those who take the Oath of Revelry value pleasure and beauty above all else. Such paladins are often avid hedonists, believing personal pleasure and satisfaction to be the most moral path. Such believers see great error in the path of altruism, which often leads creatures to bring upon the very things they seek to prevent; this causes great suffering to everyone around a creature and, even worse, to themselves.

Some keepers of this oath can be found as guests in a king's court, while others might travel the world and experience everything life has to offer. They will often entice others to pursue such luxuries with enchantments, illusions, and good-old fashioned charm.

Not all such paladins are such bons vivants, however; some serve darker agendas. Making a pact with a dark deity is not uncommon, especially in pursuit of one's own perfection. They use their powers to corrupt others by twisting their desires and dreams into acts of violence and self-destruction.

Regardless of their intentions, the Oath of Revelry leads creatures to experience as much pleasure in life as possible; destroying your enemies should bring as much elation as the celebrations of your victories.

Tenets of Revelry

Though the details of the oath might vary from creature to creature, the main principles stay the same.

Pursue Your Dreams

Let nothing stop you from living life to the fullest, not even your own self-doubt.

Become the Muse

Help others fulfill their desires, whatever they may be. However, never do so by sacrificing your own pleasure; they're not worth it.

Beauty is Perfection

Beauty is the spark of desire and the fire of pleasure. Always strive for physical perfection and settle for nothing less.

Pain is a Scourge

If you have those in your care, protect them from pain. Exact it upon your enemies instead, for those who fail to appreciate your beauty are not worthy of the pleasures of life.

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of Revelry Spells table. See the Sacred Oath class feature for how oath spells work.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Alluring Presence

As a bonus action, you can use your Channel Divinity to become the center of attention. Your voice, appearance, and disposition becomes far more appealing to creatures within 30 feet of you that can see or hear you. For the next hour, you have advantage on all Charisma checks made to interact with creatures within range, and these creatures have disadvantage on Charisma (Deception) checks made against you.

Blinding Violence

You can use your Channel Divinity to tap into a creature's most violent desires and exploit them, sparking a fit of brutal rage. As a bonus action, choose a creature you can see within 60 feet of you to make a Wisdom saving throw. The creature must already be engaged in combat. On a failed save, the target must immediately move up to half of its movement speed and make a melee attack against the closest available target. A creature can willingly fail this saving throw if it chooses.

Aura of Captivation (Level 7)

By 7th level, you effortlessly appear immaculate, you constantly seem to smell nice, and even wounds and scars only make you appear hardier. Creatures within 10 feet of you have disadvantage on saving throws against your illusion and enchantment spells.

At 18th level, the range of this aura increases to 30 feet.

Ultimate Self (Level 15)

Starting at 15th level, your body is a perfected temple—no creature can defil your most holy of places. You have advantage on saving throws against being charmed, petrified, poisoned, or cursed, and you are immune to any spell ore ffect that would alter your form against your will.

Majestic Grace (Level 20)

At 20th level, you finally reach the peak of perfection, granting you the following benefits:

  • You may add your Charisma modifier to damage rolls of your weapon attacks (minimum +1).

  • Whenever you make a Charisma check, you can treat a d20 roll of 9 or lower as a 10.

  • Creatures that are charmed by you do not immeditely turn hostile when a spell or effect expires.

If you become incapacitated or die, your image of perfection falters, and you lose these benfits until you finish a long rest.

Oath of Revelry

Oath of Revelry (Level 3)

Paladins who swear the Oath of Revelry make a solemn vow to party day and night until their hearts give out. The antithesis of stuffy, lawful crusaders, these emissaries of carousal travel the land, crashing parties and raising hell wherever they raise a glass. Authorities bristle at their arrival, but the youth cheer, for a Party Paladin is always accompanied by a good time.

Tenets of Revelry

Many paladins who swear the Oath of Revelry choose to abide by the Codicus Brodicus, a doctrine of moral judgments, both foul and fair, about the way one should conduct life and party. In general, paladins who take this oath abide by the following principles:

The Party Don't Stop

Every occasion deserves celebration, and everyone should be invited.

Work Hard, Party Hard

Without planning and effort, a good bacchanal has no momentousness. Bring your "A" game to events.

Fight For Your Right To Party

Those who would stand in your way need to be reminded what it's like to have a good time, or failing that, be circumvented.

Oath Spells

You gain oath spells at the paladin levels listed.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Conjure Drink

When you finish a long rest, you can use your Channel Divinity to summon to your flask a frothy ale from the heavens itself. Up to three creatures can drink from this flask, and each has advantage on the next saving throw it makes before it takes a long rest, after which the buzz wears off. When you take a short rest, any remaining ale becomes nonmagical.

Song And Dance

You can use your Channel Divinity as an action to dance a catchy jig. Each creature you choose within 15 feet must make a Wisdom saving throw or join in. Creatures continue to dance as long as you do.

Creatures that can't be charmed are immune to this effect. This effect ends for a creature if you choose to end it on your turn (no action required), or if the creature reattempts the Wisdom saving throw at the end of its turn and succeeds.

A creature that is dancing spends all its movement tapping its feet and shuffling about without leaving its space. It also has disadvantage on Dexterity saving throws and attack rolls that rely on Dexterity.

Aura of Fraternity (Level 7)

At 7th level, you and your allies fight better together. While you have one or more ally adjacent to you, you and each of your allies within 5 feet deal an extra 1d4 damage on melee attacks.

At 18th level, the range of this aura increases to 15 feet.

Merrymaker (Level 15)

At 15th level, when you or a friendly creature within 30 feet of you makes an ability check or saving throw that doesn't have disadvantage, you can cause it to be made with advantage.

You can use this ability three times, and regain all expended uses when you finish a long rest.

Party Animal (Level 20)

Starting at 20th level, you can use your action to transform into an embodiment of partying. You sprout horns like a satyr and emanate a 30-foot aura of gaiety. For the next minute, you and friendly creatures within the aura can't be blinded, deafened, exhausted, or poisoned. Additionally, at the start of each of your turns, you and each friendly creature that isn't incapacitated within the aura regains 10 hit points.

Once you use this feature, you can't use it again until you finish a long rest.

Oath of Righteous Gander

Oath of Righteous Gander (Level 3)

Paladins who follow the Oath of Righteous Gander uphold the justice of the great geese of power and bring mischief and terror down on their foes. They use their righteous might to protect the lands of geese and seek out to destroy evil beings that would seek to harm them.

Tenets of the Righteous Gander

The tenets of the Oath of the Righteous Gander emphasizes the importance of geese and other avian creatures within the world's ecosystem, and celebrates their beauty in all forms. Its four central tenets are as follows:

Serve the Goose

Ensure all geese you encounter are well loved and cared for. Through these acts of kindness, show others the importance of caring for the world around them.

Spread Joy and Wisdom

Spread playful mischief and laughter wherever you go. In times of great strife, be the one to stand and lead others in song and dance.

Migrate Beyond Borders

Life is but a great migration, and you must enjoy the journey it sets you upon. Never settle, for adventure lies just beyond the next border.

Peace Was Never an Option

Only through fear can you ensure your enemies remain defeated. Show no mercy to evil, and destroy it utterly, both great and small. Peace cannot be an option for as long as evil clouds the gander's benevolent light.

Oath Spells

You gain Oath spells when you reach certain levels in this class, as show on the Oath of Righteous Gander spells table.

Oath of Righteous Gander Spells

Channel Divinity

You gain the following two Channel Divinity options.

Gander's Protection

You can use your Channel Divinity to protect your allies from harm. Immediately after an attacker within 30 feet of you would hit a creature, you can use your reaction to entomb that creature in a mound of glittering feathers, granting them a +5 bonus to AC and potentially blocking the incoming attack. The bonus to AC remains until the end of your next turn or until the creature moves (thus shaking off the feathers), whichever comes first.

Repel Evil

You can use your Channel Divinity to reveal creatures of ill-intention. As an action, you present your holy symbol and conjure forth an ethereal golden goose, which appears in an unoccupied space within 10 feet of you. The goose is immune to all damage, and immediately gives chase to any evil creatures within 60 feet of you, or any creature that harbors an ill-intent towards you, your allies, or any geese in the vicinity. If there are multiple creatures in range, the goose divides into copies of itself and pursues all creatures equally, though it can do no damage to them. The geese can't pass through terrain or walls, and can't interact with objects. The ethereal goose hisses and honks at the creatures for 1 minute before vanishing in a burst of feathers.

Goose's Great Fury (Level 7)

When a friendly creature of your choice within 10 feet of you makes an attack of opportunity, it gains a bonus to the attack roll equal to your Charisma modifier. Additionally, beasts have disadvantage on attack rolls against you and other friendly creatures of your choice for as long as they remain in your aura. At 18th level, the range of this aura increases to 30 feet.

Goose's Great Might (Level 15)

You gain the ability to call forth the spirit of a particularly aggressive goose to aid you in battle. As a bonus action, you can summon a vengeful spirit to appear within 30 feet of you. The spirit takes the form of a spectral goose with a flying speed of 60 feet. When you call forth the spirit, you can make a melee spell attack against a creature within 5 feet of it. On a hit, the target takes force damage equal to 3d8 + your Charisma modifier. As a bonus action on your turn, you can mentally command the spirit to move up to its speed and repeat the attack against a creature within 5 feet of it, or have it take the help action. Additionally, whenever you cast a spell, you can choose to cast it through the spirit, provided the spirit is within 30 feet of you, can see your target, and is in range to deliver the spell. The spirit lasts for 1 minute, or until you dismiss it as a bonus action on your turn, fall unconscious, or it is subjected to the dispel magic spell or similar magic.

Avatar of the Great Honk (Level 20)

At 20th level, you become an embodiment of the great geese of power. As an action, you can transform into an Avatar of the Great Honk, a radiant magical form which lasts for 1 minute. While in this form, you gain the following benefits:

  • Your size increases to Large, and you gain a flying speed of 80 feet.

  • You gain resistance to bludgeoning, piercing, and slashing damage from non-magical attacks.

  • You can use an action to exude a terrifying hiss that can be heard up to 500 feet away. Creatures of your choice within 120 feet of you that can hear the hiss must make a Wisdom saving throw against your paladin spell save DC or be frightened of you for 1 minute.

  • Once per turn, you can use your action to unleash a thunderous cacophony of honks in a 60-foot cone. Creatures in the area must make a Constitution saving throw versus your paladin spell save DC, taking 10d10 thunder damage on a failed save, or half as much on a successful one. You can use this ability a number of times during the transformation equal to half your Charisma modifier (minimum of once), rounded down.

Once you use this feature, you can't do so again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.

Oath of Sacrament

Oath of Sacrament (Level 3)

The Sacrament of Blood is one of the central rituals of the Blood of Vol. Members of the community gather, and each sheds a few drops of blood into a chalice. The faithful believe that there is a divine spark in the blood; through this ritual, the faithful are recognizing their shared divinity and affirming their connection to one another. Death is oblivion. But life itself is divine, and all of the faithful are bound by blood.

A paladin who takes the Oath of Sacrament harnesses the divine power in their own blood and uses that gift to defend those they care about. Such a paladin cares little for honor or honesty, and sees no need to protect every innocent. Reality is vast and cruel, and some people deserve to end in oblivion. But friends and family are precious, and the paladin will guard them to the bitter end.

Tenets of Sacrament

The tenets of the Oath of Sacrament drive a paladin to be a champion of life and a bringer of death.

Mastery of Life

The multiverse is harsh and unforgiving, if gods exist they are distant, their power is limited, or their attention simply cruel. Within you lies a spark of divinity, and it calls you to share its warmth.

Mastery of Self

You follow the path of no greater being. Your journey is that of a steady hand, thoughtful care, and decisive action. Transcend your mortal beginnings, prove yourself worthy of the faith others place in you, and guide their way.

Mastery of Death

Death is a tool like any other. It is yours to unleash; but do so wisely only to tip the scales when necessary and preserve the balance that wars within all things.

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of Sacrament Spells table. See the Sacred Oath class feature for more

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Sacrament of Blood

As an action, you can use your Channel Divinity to expend a number of Hit Dice up to your proficiency bonus to strengthen your allies and weaken your enemies. Roll the dice and add them together. Living creatures you choose within 30 feet of you, including you, regain hit points equal to the total, while undead creatures you choose within that same area take force damage equal to the same amount.

Turn the Suffering

When you roll a saving throw at the end of your turn to end one spell or effect on yourself, you can use your Channel Divinity to automatically succeed on the saving throw and push the effect to those around you. Each creature within 10 feet must succeed on the saving throw specified in the description of the spell or effect against your spell save DC or immediately be affected by it. The effect lasts a number of rounds equal to your Charisma modifier. Each creature can repeat its saving throw at the end of each of its turns. On a success, the effect ends.

Aura of Inner Strength (Level 7)

Starting at 7th level, whenever you or a friendly creature within 10 feet of you makes a Strength or Constitution ability check, the creature gains a bonus to the check equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.

At 18th level, the range of this aura increases to 30 feet.

Godless Dogma (Level 15)

Starting at 15th level, your stoic resolve allows you to persist against the agents of above and below. Your proficiency bonus is doubled for saving throws against spells and effects that deal necrotic or radiant damage, and you have resistance to radiant and necrotic damage.

Absolution (Level 20)

You have become a selfless champion of perseverance and a pillar for the downtrodden. Starting at 20th level, whenever you cast a spell that targets a single creature that damages or restores hit points to it, you can use your reaction to expend a number of Hit Dice, up to half your proficiency bonus. Roll those dice, and add the total to the healing or damage of your spell.

Oath of Sacrifice

Oath of Sacrifice (Level 3)

Paladins who swear the Oath of Sacrifice fight on the side of life. Some may be defending their homeland or loved ones. Others might seek to vanquish a great evil in the pursuit of peace. Sometimes called martyrs or blood knights, these paladins commit themselves to shouldering heavy burdens so that others do not have to. They combine their holy powers with blood magic to turn their pain into a potent tool. Victory may demand the ultimate sacrifice, but it is a price they pay gladly.

Tenets of Sacrifice

The Oath of Sacrifice is always tied to that which is being protected. It requires complete and unselfish fidelity to defending others, and follows these core tenets.

  • Life at any Cost

    You are sworn to protect the lives of others, and will always value the preservation of innocent life first.

  • No Price is Too High

    If you must suffer, even die, in the defense of others you will do so without question.

  • Bear the Burden

    Never allow another to be sacrificed in your stead. You do not bargain with lives not your own.

  • Live Well and Die Well

    Do not endure pain needlessly. Make sure your sacrifices will reduce the strife and suffering in the world.

Channel Divinity: Penitent Chain

You can use your Channel Divinity to force another creature to share your pain. As a bonus action, you link yourself to a creature within 30 feet for up to 1 minute. The next time you take damage, your target takes necrotic damage equal to the damage you suffered. The effect then ends.

Channel Divinity: Sanguinary Shield

You can use your Channel Divinity to spill your own blood in defense of your allies. As an action, you take damage equal to your paladin level. This damage can't be reduced in any way. Each creature of your choice within 30 feet of you then gains temporary hit points for 1 minute equal to the damage you took.

Aura of Blood (Level 7)

Starting at 7th level, you can tie your life force to those nearby, healing wounds or inflicting pain. When you take damage, choose a creature within 10 feet of you. It either regains hit points or takes necrotic damage equal to your Charisma modifier (your choice).

At 18th level, the range of this aura increases to 30 feet.

Penance (Level 7)

Beginning at 7th level, when you inflict damage with an attack or spell on your turn, you can choose to take damage equal to your Charisma modifier.

You can only use this feature once once per turn.

Enduring Wrath (Level 15)

When you reach 15th level, you can channel your pain into a terrible fury. While you have fewer than half of your hit points remaining and aren't incapacitated, you gain the following benefits:

  • Righteous Fortitude

    You have resistance to bludgeoning, piercing, and slashing damage.

  • Lust for Victory

    You add half your proficiency bonus (rounded down) to your attack and damage rolls.

Martyrdom (Level 20)

At 20th level, when you are reduced to 0 hit points you can use your reaction to return from the brink of death to save your allies and smite your foes. You stand up and regain 75 hit points. For 1 minute, you are cloaked in a mantle of iridescent red light. The damage and healing from your Aura of Blood are doubled, and any damage you take from your Penance feature is reduced to 1.

Once you use this feature, you must finish a long rest before you can do so again.

Oath of Safeguarding

Oath of Safeguarding (Level 3)

Paladins who choose the Oath of Safeguarding spend their lives in service to others, conserving the people and places they vow to protect. They take missions to guard against assassination attempts, safely transport a person or group through treacherous lands, and stand as bastions for locations under attack. These paladins are no mere mercenaries, however, as they view their missions as sacred vows.

Tenets of Safeguarding

Paladins undertaking the Oath of Safeguarding take their responsibilities seriously and are most likely to seek atonement should they fail in their duties. However, they have no qualms about terminating their protection when their charges prove nefarious. In these cases, they won't leave people stranded in a hostile environment or situation, but they also focus their efforts on their allies over unworthy, former charges. Even when these paladins serve no charge, they seek opportunities to shield others from harm. In combat, they rush to aid their allies and stand alone to allow others to flee from battle.

Last Line of Defense

When your allies must retreat or regroup, you remain to ensure they have ample time to withdraw before withdrawing yourself. If your mission requires you to guard a building, you are the final obstacle the attackers face before breaching the building.

Protect the Charge

You pledge to preserve the lives of people you protect and the sanctity of all structures you guard, even if it means endangering yourself. When you must rest, you ensure your charge is as safe as possible, turning to trusted allies to aid you.

Shield All Innocents

In the absence of a sacred charge to protect, you endeavor to keep all those who can't defend themselves safe from harm. In cases where your charge must take priority, you do what you can to defend the helpless.

Uphold the Vow

You acknowledge the person you protect may reveal themselves as unworthy, such as by committing nefarious acts or exploiting your protection and fidelity, or the location you guard may become a site of terrible acts. When you witness this, you are free to terminate your guardianship. However, you don't leave your now-former charge in any present danger, if only for the possibility of future atonement.

Unwavering

Nothing shall distract you from your mission. If you are magically compelled to desert your post, you do your utmost to resume your duty. Failing that, you take out your vengeance on the party responsible for your dereliction.

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of Safeguarding Spells table. See the Sacred Oath class feature for how oath spells work.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.See the Sacred Oath class feature for how Channel Divinity works.

Insurmountable Passage

As an action, you can use your Channel Divinity and stamp one foot on the ground. The ground within 60 feet of you magically becomes difficult terrain for 1 minute. When you use this feature, you can designate up to 10 creatures that can ignore the difficult terrain.

Protect from Harm

As an action, you can use your Channel Divinity and speak reassuring words. For 1 minute, each friendly creature within 30 feet of you that can see or hear you has advantage on saving throws against spells and abilities that deal damage. In addition, each hostile creature within 30 feet of you that can hear you must succeed on a Wisdom saving throw or have disadvantage on its attack rolls until the end of its next turn.

Aura of Preservation (Level 7)

Beginning at 7th level, you emit an aura of safety while you're not incapacitated. The aura extends 10 feet from you in every direction. The first time you or a friendly creature within the aura would take damage from a weapon attack between the end of your previous turn and the start of your next turn, the target of the attack has resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. In addition, each friendly creature within the aura has advantage on death saving throws.

When you reach 18th level in this class, the range of this aura increases to 30 feet, and friendly creatures within 10 feet of you have resistance to all bludgeoning, piercing, and slashing damage.

Battlefield Controller (Level 15)

Starting at 15th level, you can't be shoved. When a hostile creature within 10 feet of you moves more than 10 feet away from you, you can use your reaction to move up to 10 feet and make an attack against that creature.

Redoubtable Defender (Level 20)

At 20th level, as an action, you can touch your charge, typically a creature or structure, and create a magical link between you, which appears as a razor-thin, ghostly silver tether. For 1 hour, you gain the following benefits:

  • You know the general status and well-being of your charge, such as if your charge is wounded or experiencing a particularly strong emotion, or, in the case of an object or structure, if it is damaged.

  • As an action, you can teleport to an unoccupied space within 5 feet of your charge, if it is a person or object. If the charge is a structure, you can choose to teleport to any unoccupied space within the structure.

  • You are immune to spells and effects that cause you to be charmed or might otherwise influence you to harm your charge.

  • If your charge is a creature and within 5 feet of you, the charge is immune to nonmagical bludgeoning, piercing, and slashing damage, and it has advantage on all saving throws.

  • You can use an action to erect a barrier for 1 minute, similar to a wall of force, to protect your charge. The wall can be a hemispherical dome or a sphere with a radius of up to 5 feet, or four contiguous 10-foot-by-10-foot panels. If your charge is a structure, the barrier can cut through portions of the structure without harming it.

Once you use this feature, you can't use it again until you finish a long rest.

Oath of Safety and Health Administration

Oath of Safety and Health Administration (Level 3)

Paladins who vow to the Oath of Safety and Health Administration vow to the power that comes from ensuring the safety and health of all. Sometimes called Knights of OSHA or Safety Dancers, they spend their time taking down liches, dragons and other evil employers that refuse to guarantee the safety of their workers and their immortal souls.

Knights of OSHA are devoted to ensuring the safe working conditions of all, both peasants and serfs as well as powerful mages and clerics.

Tenets of OSHA

Unlike many other Paladin orders, the Oath of Safety and Health Administration is standardized, and is as follows:

Plan

Plan for the worst, to ensure the best.

Prevent

Prevent the most obvious dangers from coming to fruition.

Protect

Protect those at the bottom from the casual cruelties of their superiors.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Safety and Health Administration Spells
Paladin LevelSpells

3rd

sanctuary, shield

5th

calm person, find traps

9th

clairvoyance, protection from energy

13th

freedom of movement, guardian of faith

17th

hallow, greater restoration

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options:

Unsafe Conditions

You can use your channel divinity to help a friendly creature out when they are menaced by an unsafe work environment. That friendly creature gains advantage on all saving throws for the next minute.

Labor Shortage

You can use your channel divinity to protect an enemy creature from overworking themselves during times of labor shortages. That enemy must make a Wisdom saving throw. Upon a failure, that enemy cannot make actions or reaction on any turn other than its own for the next minute.

Aura of Environmental Safety (Level 7)

At 7th level, you and nearby friendly creatures within 10 feet gain resistance to all damage not caused by enemy attacks, abilities or spells.

At 18th level, this increases to 30 feet.

Ensuring Safety (Level 15)

At 15th level, you can directly ensure the safety of your allies. As a reaction when an enemy could attack you and instead chooses to attack an enemy, you can redirect that attack to you. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long or short rest.

Temporary Shutdown (Level 20)

At 20th level, you gain the authority to issue a temporary shutdown of an entire area. You can shutdown an area with a 60ft radius centered on you. In this radius, attacks cannot be made, and spells cannot be cast that would target an enemy. This shutdown lasts for one minute, and ends on your turn in initiative. Once you use this feature, you cannot use it again until you complete a long rest.

Oath of Sanctuary

Oath of Sanctuary (Level 3)

Paladins who swear the Oath of Sanctuary dedicate themselves to the protection of the weak, the preservation of life, and the maintenance of peace. They believe that a true warrior is not one who seeks battle, but one who stands firm in defense of those who cannot protect themselves. These paladins use their divine gifts to create sanctuaries of safety and peace wherever they tread, shielding others from harm and bringing calm to even the most dangerous situations.

Tenets of Sanctuary

The tenets of the Oath of Sanctuary emphasize the protection of life and the pursuit of peace above all else. Paladins who swear this oath abide by these core principles:

Protection

Your first and foremost responsibility is to protect everyone in your immediate care. You must remain at the side of those entrusted to your care rather than seek revenge or justice.

At All Costs

You must do everything possible to protect those in your care, even if it means sacrificing yourself or others outside your care. Putting those under your care comes above you at all costs.

Loyalty

Once you have committed yourself to protecting an individual, you must protect them until the terms of your contract or other agreement are done. You cannot willingly end it.

Oath Spells

You gain oath spells at the paladin levels listed.

Channel Divinity: All eyes on Me

You can as an action use your channel divinity to force every enemy within 30 feet from you to make a Wisdom saving throw. This effect fails against non-sentient creatures on a fail save they have a disadvantage on attack rolls against everyone but you for 1 minute. On a successful save, the creature's speed is halved for 1 minute or until the creature takes any damage.

Channel Divinity: Desperate protection

As a bonus action, you can bolster injured creatures with your Channel Divinity. Each creature of your choice that can hear you within 30 feet of you regains hit points equal to 1d8 + your Charisma modifier (minimum of 1). Additionally, you end one condition that may be affecting the target.

Aura of the Protector (Level 7)

At the 7th level, you ensure the allies closest to you have extra protection from harm. When an ally is within 10 feet you can increase their AC by +2 as they are protected by your warmth. At 18th level, the range of this aura increases to 30 feet.

Soothing Spirit (Level 15)

Your presence has become a symbol of ease and protection to those around you. At the 15th level, you can choose a single target at the start of combat granting your grace upon them. For the rest of combat or until you are incapacitated the protected target gains the following bonus if they remain within 15 feet of you:

  • Advantage on saving throws against spells and other magical effects

  • Resistance to slashing, piercing, and bludgeoning from non-magical weapons.

  • When the target takes damage, you can use your reaction to mitigate the damage equivalent to a charisma modifier. (Minimum of 1)

Divine Ascent (Level 20)

At 20th level, you can assume the form of a divine protector, taking on an angelic appearance. Using your action, you undergo a transformation for 1 minute, gaining the following benefits:

  • Wings sprout from your back, granting you a flying speed of 60 feet.

  • You emanate an aura of radiant light within a 30-foot radius, imbuing you and your allies' attacks with radiant energy and dealing an additional 1d6 radiant damage upon a successful attack.

  • Enemies that end their turn within the aura must make a Constitution saving throw upon a fail saved the creature takes damage equal to your Charisma modifier (minimum of 1)

This effect ends early if you are incapacitated or die. Once you use this feature, you can't use it again until you finish a long rest.

Oath of Sarshel

Oath of Sarshel (Level 3)

The city of Sarshel in Impiltur is named after Sarshel Elethlim, a legendary paladin crowned King of Impiltur in the Year of the Proud Father (732 DR).

Sarshel was a veteran of countless battles against the demon hordes that assailed the Realms during the 700's DR. He wielded the mythic blade, Dornavver, more commonly referred to as Demonbane, and was one of the few survivors of the siege of Myth Drannor in the Year of Doom (714 DR). His greatest achievement arguably occurred in the Year of Visions (731 DR), when he shattered the Crown of Narfell, defeating the balor Ndulu beneath the Citadel of Conjurers.

One of Sarshel's enduring legacies is the founding of an elite order of paladins who follow a set of oaths he established during the Triad Crusades. These tenets focus on the elimination of fiendish and undead creatures that still threaten Impiltur and the eastern reaches of Faerûn.

Tenents of Sarshell

The tenets of the Oath of Sarshel demand that paladins face the threats of fiends and undead with relentless courage and be unwavering in the crusade against these evils.

Pursuit of Evil. You will relentlessly hunt any fiends that threaten the land until they are no more.

Defend the Realms. You will never falter in defending the land from those who would destroy all that is good.

Preserve Hope. You will be a shining example of honor, justice, and courage to those who fight by your side.

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of Sarshel Spells table. See the Sacred Oath class feature in the Player's Handbook for how oath spells work.

Channel Divinity: Blessed Weapon (Level 3)

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Blessed Weapon. As an action you can use your Channel Divinity to enchant a weapon you carry with divine power. For 1 minute this weapon deals an additional 1d6 radiant damage on a successful attack and is considered a magical weapon. The enchanted weapon glows, providing bright light out to a 20-foot radius and dim light a further 20 feet beyond.

You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.

Channel Divinity: Inspire the Faithful (Level 3)

When you take this oath at 3rd level, you gain the following Channel Divinity option.

Inspire the Faithful. You can use your Channel Divinity to encourage an ally to resist the foes who assail them. As a bonus action, you may inspire one creature other than yourself who is within 60 feet of you for one minute to make all saving throws with advantage.

Ramapart of Strenth (Level 7)

Beginning at 7th level, you now have a force of will that allows you to resist the attacks of fiends and undead. As a reaction you may choose to gain resistance to a single attack from either a fiend or an undead creature.

At 18th level you gain an extra reaction that can only be used with this feature.

Relentless Spirit (Level 15)

Starting at 15th level, your relentless crusade against the profane now grants you remarkable vigor when in combat with these foes. When a fiend or undead creature within 10 feet of you makes an attack that you can see, you may use your reaction to make a melee weapon attack against that creature if it is within reach.

Rampart of Strength (2 reactions) (Level 18)

At 18th level you gain an extra reaction that can only be used with this feature.

Champion of Sarshel (Level 20)

At 20th level, you become a terrifying foe to any fiend that opposes you. As an action, you can magically channel the fighting spirit of Sharshel to gain the following benefits for 1 minute:

  • On your turn, you can choose to have one of your weapon attacks ignore any damage resistance the target may have. If the target is normally immune to the damage type inflicted by this weapon attack, that creature is instead only resistant to that damage. You may choose to apply this effect after you determine if your attack hits or misses.

  • You have advantage on all saving throws against the harmful effects of fiends or undead (their attacks, spells, and other effects), and you are resistant to any damage they inflict.

Once you use this feature, you can't use it again until you finish a long rest.

Oath of Shugenja

Oath of the Shugenja (Level 3)

The Oath of the Shugenja ties a paladin to the mountains of their homelands and the creatures that are venerated upon them. Considered walking men of devotion, paladins who swear this oath cast their lot with the side of the planes, and act in the name of the deities who walk the earth and bask in the elements. They dawn sigils of yokai, and bear scriptures of the temples, all to uphold their faith and prove themselves worthy of the pens of history.

Starting at 3rd level, a paladin chooses their Sacred Oath feature, swearing an oath that binds you as a paladin forever. When selecting your Sacred Oath, you can add the following origin to your list of options.

Tenets of the Shugenja

A paladin who assumes the Oath of the Shugenja swears to mitigate the interactions of those from beyond, and those who are near, bending the elements to achieve their goals. A paladin of the Shugenja thus roughly upholds the following tenets:

Bend the Elements

Through effort and tenacity, the fires of the sky and the waters of the river can achieve the goals of the immortals.

Foresight

One who watches, and prepares accordingly shall not fall, and shall remain eternal.

Loyalty and Devotion

Your word is is unbreakable, your will, unrestrained. Without devotion, ones decisions are hollow, without loyalty, ones vows are fatuous.

Oath Spells

Your Oath of Shugenja allows you to learn spells normally associated with the Sorcerer class. When your Spellcasting feature lets you learn a paladin spell of 1st level or higher, you can choose the new spell from the sorcerer spell list or the paladin spell list. Each of these spells must be an evocation or transmutation spell of your choice. You must otherwise obey all the restrictions for selecting the spell, and it becomes a paladin spell for you. Additionally, when you gain these spells, when you reach the level in the table below.

Channel Divinity: Eternal Calm

You can use your Channel Divinity to repel the creatures of the elements. As an action, Each elemental that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is Frightened for 1 minute or until it takes any damage.

Channel Divinity: Primordial Hand

You can use your Channel Divinity to send a burst of healing energy to one out of your reach. As a bonus action you can draw from your lay on hands pool to restore a number of Hit Points to a creature you can see within 30 ft., up to the maximum amount remaining in your pool.

Elemental Burst

At 3rd level, when you hit a creature with a ranged spell attack of 1st level or higher, you can expend one use of your divine sense to deal additional damage to the target. Roll 2d8. depending on the numbers rolled, determines the attacks damage type based on one of the two rolls, as shown in the Elemental Damage table below below. The creature suffers additional damage equal to the rolled total and selected damage type.

Elemental Damage
d8Damage Type

1

acid

2

cold

3

fire

4

force

5

lightning

6

poison

7

psychic

8

thunder

The extra damage increases by 1d8 for each spell level higher than 1st, to a maximum of 5d8. Additionally, the damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.

Aura of Primordials (Level 7)

Starting at 7th level, you and friendly creatures within 10 feet of you gain resistance to acid, cold, fire, lightning, or thunder damage which you choose at the end of a long rest.

Additionally at 9th level, you can redirect oncoming damage back at assailants. As a reaction upon taking damage of the same type as your Aura of Primordial, you send a part of the attack back at the creature who hit you. The target takes 1d6 damage of a type equal to your Aura of Primordial. You can use this feature a number of times equal to your charisma modifier, regain all expended uses after a long rest.

Elemental Focus (Level 15)

At 15th level, when you cast a evocation and transmutation spell of 1st level or higher that targets only one creature, the spell can instead target two creatures within range and within 5 ft. of each other. If the spell consumes its material components, you must provide them for each target.

Ascendance (Level 20)

At 20th level, as an action, you become the scales of the elements, bringing balance to the chaos. For 1 minute the elements will protect you, granting you the following benefits.

  • You have advantage on saving throws against spells and other magical effects.

  • Whenever a creature casts an evocation spell on you, and you suffer damage, the creature suffers half the amount of damage you took.

Once you use this feature, you can't use it again until you finish a long rest.

Oath of Storms

Oath of Storms (Level 3)

The Oath of Storms calls paladins to the salty brine and choppy seas, the altar of the raging storm. Paladins who swear this oath embrace the sea's dispassionate neutrality and uphold few core tenets. With rare exceptions, these paladins are directionless crusaders, guided by the winds and tide, and might maintain distant lighthouses, hunt down vicious pirates, or seek undiscovered lands, as the gales dictate. However, storm knights, as they are often called, have a long memory for vengeance and deep penchants for superstition. Always listen to the wisdom of a storm knight, lest the winds turn foul and the ocean tempestuous.

Tenets of The Storm

Storm knights swear their oaths on sailing superstitions and unspoken laws of the sea, often containing the following principles:

Safe Harbor

Protect sailors and wise captains that respect the laws of the ocean. No gale should break their masts while you are aboard.

Howling Gales

The winds should steer your journey, wherever they might take you. Furthermore, it is proper that the winds should often guide you into storms.

Thunderous Castigation

The fury of the storm demands equal reprisal for all slights, major and minor. Doing otherwise is bad luck.

Oath Spells

You gain oath spells at the paladin levels listed.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Thunderous Revenge

You can use your Channel Divinity to strike back with the fury of a storm. Immediately after a creature you can see within 30 feet of you deals damage to you with an attack, you can use your reaction to force the attacker to make a Wisdom saving throw. On a failed save, the attacker takes lightning damage equal to the damage it just dealt. On a successful save, it takes half as much damage.

Walk On Waves

As a bonus action, you can use your Channel Divinity to befriend the sea. For the next hour, you gain the benefits of the water walk spell, and your speed doubles while you are walking on water.

Vortex Aura (Level 7)

Starting at 7th level, you can use your bonus action to summon a strong wind to whirl around you in a 10-foot radius until you dismiss it on your turn (no action required). While your vortex is active, its area counts as difficult terrain for creatures other than you. The wind extinguishes unprotected flames, such as candles and torches, and disperses gases and vapors within its area.

At 18th level, the radius of this aura extends to 30 feet and you can choose creatures within the aura to be unaffected by it.

Storm Soul (Level 15)

Starting at 15th level, you have resistance to lightning damage. Additionally, when a creature within 5 feet of you attacks you while you aren't incapacitated, it takes lightning damage equal to your Charisma modifier.

Thunder God (Level 20)

At 20th level, as an action, you can mantle yourself in the powers of a tempest deity. For 1 minute, your body crackles with thunder and lightning and your eyes glow blue, revealing a raging storm within. You gain the following benefits:

  • You are immune to lightning and thunder damage.

  • You gain a flying speed of 60 feet.

  • You can cast the spell call lightning as a bonus action on your turn as a 5th level spell without using a spell slot or spell components, and can use your bonus action to call down lightning using the spell on subsequent turns.

Once you use this feature, you can't use it again until you finish a long rest.

Oath of Storms

Oath of Storms (Level 3)

Tenets of Storms

The power of the storm is thine to command, now hear thy tenets, oh warrior of thunder.

Gale

You have a duty to the winds and the sky. Though you may call the lands your home, the winds will ever call you to serve your duty as far as the sky's reach. Do not hesitate, but serve their bidding with joy.

Thunder

Be the voice for the voiceless. Speak for the downtrodden and the oppressed.

Lightning

When the corruption of the earth grows, the burden of honor will fall to thee. You will be the guardian of the realms of men and the vanguard of the realms of the divine.

Downpour

In word, deed, and action, cultivate the joy of life in the world. When the wars are over and the evils are done, light and laughter will flourish once more. Prepare the world for this time.

Oath Spells

You gain oath spells at the paladin levels listed.

Channel Divinity: Summon the Storm

You present your holy symbol as an action. In the next minute, the area in a 2 mile radius centered on you when you cast this channel divinity becomes covered by a violent storm. All creatures directly under that storm are considered lightly obscured. The storm vanishes after 1d4 hours.

Channel Divinity: Thunderous Armament

As an action you present your holy symbol One melee weapon of your choice becomes infused with the energy of the storm for 1 minute. Your hits deal an additional amount of thunder damage equal to your charisma modifier and once per turn when you hit a creature that is large or smaller with that weapon you can choose to push it back 10ft.

At 11th level you can push back creatures that are Huge or smaller, and at 17th level creatures that are Gargantuan or smaller.

Aura of the Storm (Level 7)

At 7th level your aura in a 10ft radius around you unleashes the fury of the storm, you inactivate this aura at will.

  • The attack rolls of enemy ranged attacks have disadvantage if they pass in or out of the wind.

  • It extinguishes unprotected flames in its area that are torch-sized or smaller.

  • It hedges out vapor, gas, and fog that can be dispersed by strong wind.

Roaring Storm (Level 15)

At 15th level, as a reaction to an enemy attacking an ally within your aura. You can teleport in a flash exchanging position between yourself and your ally, making you the new target. The attacker takes 2d6 + your charisma modifier thunder damage, as you appear in a thunderous explosion.

Avatar of the Storm (Level 20)

Beginning at 20th level, as an action you embody the power of the God of Thunder. You gain the following benefits for 1 minute:

  • Flying speed of 60 ft

  • As a bonus action you can teleport up to 30ft in a flash of lightning, all creatures within a 10ft radius of the point you reappear in must succeed on a Dexterity Saving throw or take 5d8 lightning damage, or half as much on a success.

  • Immunity to thunder and lightning damage.

Oath of the Ancients

Oath of the Ancients (Level 3)

The Oath of the Ancients is as old as the race of elves and the rituals of the druids. Sometimes called fey knights, green knights, or horned knights, paladins who swear this oath cast their lot with the side of the light in the cosmic struggle against darkness because they love the beautiful and life-giving things of the world, not necessarily because they believe in principles of honor, courage, and justice. They adorn their armor and clothing with images of growing things—leaves, antlers, or flowers—to reflect their commitment to preserving life and light in the world.

Tenets of the Ancients

The tenets of the Oath of the Ancients have been preserved for uncounted centuries. This oath emphasizes the principles of good above any concerns of law or chaos. Its four central principles are simple.

Kindle the Light

Through your acts of mercy, kindness, and forgiveness, kindle the light of hope in the world, beating back despair.

Shelter the Light

Where there is good, beauty, love, and laughter in the world, stand against the wickedness that would swallow it. Where life flourishes, stand against the forces that would render it barren.

Preserve Your Own Light

Delight in song and laughter, in beauty and art. If you allow the light to die in your own heart, you can't preserve it in the world.

Be the Light

Be a glorious beacon for all who live in despair. Let the light of your joy and courage shine forth in all your deeds.

Oath Spells

You gain oath spells at the paladin levels listed.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Nature's Wrath

You can use your Channel Divinity to invoke primeval forces to ensnare a foe. As an action, you can cause spectral vines to spring up and reach for a creature within 10 feet of you that you can see. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained. While restrained by the vines, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the vines vanish.

Turn the Faithless

You can use your Channel Divinity to utter ancient words that are painful for fey and fiends to hear. As an action, you present your holy symbol, and each fey or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

If the creature's true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned.

Aura of Warding (Level 7)

Beginning at 7th level, ancient magic lies so heavily upon you that it forms an eldritch ward. You and friendly creatures within 10 feet of you have resistance to damage from spells.

At 18th level, the range of this aura increases to 30 feet.

Undying Sentinel (Level 15)

Starting at 15th level, when you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. Once you use this ability, you can't use it again until you finish a long rest.

Additionally, you suffer none of the drawbacks of old age, and you can't be aged magically.

Elder Champion (Level 20)

At 20th level, you can assume the form of an ancient force of nature, taking on an appearance you choose. For example, your skin might turn green or take on a bark-like texture, your hair might become leafy or moss-like, or you might sprout antlers or a lion-like mane.

Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:

  • At the start of each of your turns, you regain 10 hit points.

  • Whenever you cast a paladin spell that has a casting time of 1 action, you can cast it using your bonus action instead.

  • Enemy creatures within 10 feet of you have disadvantage on saving throws against your paladin spells and Channel Divinity options.

Once you use this feature, you can't use it again until you finish a long rest.

Oath of the Annihilator

Oath of the Annihilator (Level 3)

The oath of the annihilator is as ancient as the darkness between stars.

Paladin Option

These paladins—sometimes called antipaladins, dark paladins, or death knights—represent the antithesis of the ideal paladin. Paladins who take this oath see themselves as divine Instruments of reckoning and foretellers of armageddon. Despite their extreme viewpoint and often brutal behavior, they still conduct themselves honorably and expect to be treated with respect.

Many who swear this oath are devoted to gods of destruction, chaos, and war.

Tenets of the Annihilator

The principles of the oath of the annihilator are simple. They emphasize the value of Strength above all else.

Extinguish the Weak.

An enemy who lacks the strength to prevail in combat must be ushered into the embrace of death.

Maintain the Balance.

For life to flourish, there must be destruction. The strong endure, the weak succumb.

Revel in Destruction.

All things end, especially life. Everyone has only a limited time to experience mortal delights, the greatest of which are combat and strife.

Embrace the End.

Death should not be feared. Since it comes for everyone, best be prepared for it at any time.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Vow of Ruin

As a bonus action, you can utter a vow of ruination using your Channel Divinity. For 1 minute thereafter, successful attacks you make against objects and constructs are treated as critical hits. If your weapon isn't a magic weapon, it becomes a magic weapon with a +1 bonus to attack rolls and damage rolls for the duration of this effect.

Wither Foe

As an action, you can present your holy symbol and speak a prayer of damnation, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. That creature must make a Charisma saving throw. On a failed save, it takes necrotic damage equal to your Charisma modifier + your Paladin level, and it has disadvantage on saving throws for 1 minute or until it's reduced to 0 hit points.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Annihilation Spells
Paladin LevelSpells

3rd

bane, proselytize

5th

augury, shatter

9th

bestow curse, phantom steed

13th

blight, caustic waste

17th

contagion, hallow

Aura of Inevitability (Level 7)

Starting at 7th level, you and allied creatures within 10 feet of you are immune to the frightened condition. When you or an allied creature within 10 feet of you takes damage, the damage is reduced by an amount equal to your Charisma modifier (minimum of 1).

At 18th level, the range of this effect increases to 30 feet.

Annihilating Smite (Level 15)

Starting at 15th level, your smites are powerful enough to bring your foes to their knees. When you use your Divine Smite against a creature that is Large or smaller, the creature must make a successful Strength saving throw or be knocked prone.

Harbinger of the End (Level 20)

At 20th level, you can use an action to assume the form of a harbinger of the apocalypse. Your Appearance alters in some frightening way of your choosing. For example, your skin could take on the texture of broken stone and magma, your hair could become flames, or you could sprout demonic horns and a tail. For 1 minute thereafter.

you gain the following benefits:

  • When you reduce a creature to 0 hit points, you heal 20 hit points.

  • Your attacks and spells ignore a target's resistance to damage.

  • You add your Charisma modifier (minimum of 1) to your saving throws.

Once you use this feature, you can't use it again until you finish a long rest.

Oath of the Arcane

Oath of the Arcane (Level 3)

The Oath of the Arcane is sworn by the paladins that serve the old gods of magic. By this oath, they swear to always seek and protect the forgotten scrolls and grimoires that were lost across the multiverse a long time ago.

Tenets of the Arcane

The tenets of this oath have been written centuries ago by a forgotten council of archmages who considered the mysterious power of the arcane above all else.

Protect the Ancient Writings

The old scrolls are precious relics. They should be treated with respect and be preserved.

Seek Knowledge

Wherever you go, by all means.

Be One with the Arcane

Always use magic wisely.

Oath Spells

You gain oath spells at the paladin levels listed. In addititon you also learn 1 cantrip of your choice from the wizard spell list, which counts as a paladin spell.

Channel Divinity: Intellect Expansion

As a bonus action, you can use your Channel Divinity to increase your mind power for the next 10 minutes. For the duration, you can add your charisma modifier to any intelligence check you make, and to any paladin spell damage you roll.

Channel Divinity: Old Writings

You can use your Channel Divinity to call the power of the ancient writings. When you do so, you can cast a wizard or paladin spell written on a spell scroll you hold in your hand using the normal rules for spell scrolls as a paladin spell. If the level of the spell is lower than 6 and doesn't consume material components, it doesn't disappear from the scroll when you cast it using this feature.

Aura of Power (Level 7)

Beginning at 7th level, the power of the arcane whirl around you in a 10 feet aura. The spell casting modifier of your allies that are in the aura is increased by 1. Your own spell casting modifier is also increased by 1.

At 18th level, the range of this aura increases to 30 feet.

Arcane Ward (Level 15)

Starting at 15th level, when you should take damage from a spell, you can use your reaction to gain resistance to spell damage until the end of the turn.

Omnipotent (Level 20)

At 20th level, you become one with the antic powers of the arcane. As a bonus action, you magically become the avatar of one of the ancient gods of magic, gaining the following benefits for 1 minute:

  • You can cast the spell Wish once without expending a spell slot.

  • You can cast any cantrip from the wizard spell list. When you cast a cantrip using this feature, that cantrip counts as a paladin spell for you.

  • You gain a flying speed equal to your walking speed.

Once you use this feature, you can't use it again until you finish a long rest.

Oath of the Blade

Oath of the Blade (Level 3)

Paladins who swear the Oath of the Blade dedicate their lives to becoming masters of combat. Often given the title of Blade Master, these paragons of battle strive for mastery with the armaments of war. Some serve as mercenaries, and others as guardians or bodyguards. However, no matter their station Paladins of the Blade always look to test their martial skills.

Tenets of the Blade

Though Blade Paladins vary in motivation and alignment, they all uphold the same tenets of swordsmanship:

  • Fair Play

    True warriors will fight on a level playing field. Do not stoop to crushing enemies and adversaries who are beneath you unless you first level the playing field.

  • Respect

    Those who hold to the Tenets of the Blade, and all warriors who prove themselves in combat, deserve your respect as a fellow combatant, no matter their alignment.

Oath Spells

Oath of the Blade Spells
Paladin LevelSpells

3rd

zephyr strike

5th

cloud of daggers

9th

haste

13th

freedom of movement

17th

steel wind strike

Channel Divinity: Sacred Duel

As bonus action, you can hold aloft your holy symbol and initiate a sacred duel between you and a creature within 30 feet who agrees to the duel, marking you both as duelists. For the duration, both duelists have resistance to all damage, except for damage from the other duelist, and they can only target each other with attacks and spells.

This sacred duel lasts for one minute, or until one of the creatures who entered into the duel falls unconscious.

Martial Superiority

When you swear this Oath at 3rd level, you gain advanced martial training and gain the following features:

  • Maneuvers

    You learn two Maneuvers of your choice from the list of Maneuvers available to the Battle Master Archetype in the Player's Handbook. You can use only one Maneuver per attack. Each time you gain a paladin level you can replace a Maneuver you know with another Maneuver of your choice.

  • Superiority Dice

    You gain three Superiority Dice, which are d6s. To use one of your Maneuvers you must spend one of your Superiority Dice, and you regain all of your expended Superiority Dice each time you finish a short or long rest.

  • Saving Throws

    Some of your Maneuvers require your target to make a saving throw to resist a Maneuver's effects. The saving throw DC is calculated as follows:

    Maneuver

Additional Maneuvers

For a more expansive list of Maneuvers then those in the Player's Handbook, see The Alternate Fighter Class and the list of Martial Exploits included there.

Masterful Technique (Level 7)

Upon reaching 7th level, you gain one additional Superiority Die, and all of your Superiority Dice become d8s. You also learn two additional Maneuvers of your choice.

At 18th level, your skills increase further, rivaling warriors of legend. You gain another Superiority Die (for a total of five), and all of your Superiority Dice become d10s. You also learn two additional Maneuvers of your choice (for a total of six).

Counterattack (Level 15)

At 15th level, you learn to strike back at those who strike you. As a reaction when a creature within 5 feet of you hits you with an attack, you can make a melee weapon attack against that creature, with advantage on your attack roll.

Warrior of Legend (Level 20)

At 20th level, you can you can use a bonus action to enter a trance that enhances your combat skills to legendary levels. For the next minute, each time you make a melee weapon attack you can use one of the Maneuvers you know, rolling a d6 in place of expending a Superiority Die.

This feature ends early if you are incapacitated. Once you use this feature, you must finish a long rest before you can use it again, unless you spend a spell slot of 5th-level or higher to use it an additional time.

Oath of the Blade

Oath of the Blade (Level 3)

Paladins who swear the Oath of the Blade dedicate their lives to becoming masters of combat. Often given the title of Blade Master, these paragons of battle strive for mastery with the armaments of war. Some serve as mercenaries, and others as guardians or bodyguards. However, no matter their station Paladins of the Blade always look to test their martial skills.

Tenets of the Blade

Though Blade Paladins vary in motivation and alignment, they all uphold the same tenets of swordsmanship:

Fair Play

True warriors will fight on a level playing field. Do not stoop to crushing enemies and adversaries who are beneath you unless you first level the playing field.

Respect

Those who hold to the Tenets of the Blade, and all warriors who prove themselves in combat, deserve your respect as a fellow combatant, no matter their alignment.

Channel Divinity

At 3rd level, you gain the following Channel Divinity option:

Sacred Duel

As bonus action, you can hold aloft your holy symbol and initiate a sacred duel between you and a creature within 30 feet who agrees to the duel, marking you both as duelists. For the duration, both duelists have resistance to all damage, except for damage from the other duelist, and they can only target each other with attacks and spells.

This sacred duel lasts for one minute, or until one of the creatures who entered into the duel falls unconscious.

Martial Superiority

When you swear this Oath at 3rd level, you gain advanced martial training and gain the following features:

Maneuvers

You learn two Maneuvers of your choice from the list of Maneuvers available to the Battle Master Archetype in the Player's Handbook. You can use only one Maneuver per attack. Each time you gain a paladin level you can replace a Maneuver you know with another Maneuver of your choice.

Superiority Dice

You gain three Superiority Dice, which are d6s. To use one of your Maneuvers you must spend one of your Superiority Dice, and you regain all of your expended Superiority Dice each time you finish a short or long rest.

Saving Throws

Some of your Maneuvers require your target to make a saving throw to resist a Maneuver's effects. The saving throw DC is calculated as follows:

Maneuver

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Blade Spells
Paladin LevelSpells

3rd

zephyr strike

5th

cloud of daggers

9th

haste

13th

freedom of movement

17th

steel wind strike

Masterful Technique (Level 7)

Upon reaching 7th level, you gain one additional Superiority Die, and all of your Superiority Dice become d8s. You also learn two additional Maneuvers of your choice.

At 18th level, your skills increase further, rivaling warriors of legend. You gain another Superiority Die (for a total of five), and all of your Superiority Dice become d10s. You also learn two additional Maneuvers of your choice (for a total of six).

Counterattack (Level 15)

At 15th level, you learn to strike back at those who strike you. As a reaction when a creature within 5 feet of you hits you with an attack, you can make a melee weapon attack against that creature, with advantage on your attack roll.

Warrior of Legend (Level 20)

At 20th level, you can you can use a bonus action to enter a trance that enhances your combat skills to legendary levels. For the next minute, each time you make a melee weapon attack you can use one of the Maneuvers you know, rolling a d6 in place of expending a Superiority Die.

This feature ends early if you are incapacitated. Once you use this feature, you must finish a long rest before you can use it again, unless you spend a spell slot of 5th-level or higher to use it an additional time.

Oath of the Bone Knight

Oath of the Bone Knight (Level 3)

Bone Knights are Karrn patriots, living protectors who fight alongside the undead legions of their land. During the Last War, they provided tactical expertise and controlled the legions of undead that the Blood of Vol priesthood raised to defend the Karrnathi people.

Although the founders of the order of Bone Knights were powerful members of the Emerald Claw, they recruited freely from amongst the populace, seeking those with the ability and willpower to control the dead, rather than prioritizing matters of faith. In post-war Karrnath, the surviving Bone Knights are elite emissaries who travel abroad to complete missions that serve the greater glory of Karrnath and King Kaius III. The only recognized Bone Knight training facilities are located in Karrnath, and most come from that grim land. However, the Order of the Emerald Claw pioneered the order, so a new trainee could crop up anywhere their reach extends.

Though unknown to most of Khorvaire, similar traditions exist amongst the elves of the Bloodsail Principality and in Aerenal itself. Rumors of an ancient and powerful group of elven necromancers in the Xen'drik jungles could also lead to this path.

Tenets of the Bone Knight

Sworn to the service of Karrnath, these knights follow a simple code.

Never Bow Down

You are the elite. Do not kneel to one who has not proven your superior unless ordered by the Crown.

Hold Firm

Commanding legions of undead requires an iron will and confidence. Resist temptations and do not make excuses for poor behavior. Learn from your mistakes so that you do not repeat them.

Bound by Loyalty

Your word is your life. Once you have sworn your service to another, you will serve to death and beyond, if necessary. However, if they prove unworthy of your service, dispense the necessary judgment and find another who is worthy.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Bone Knight Spells
Paladin LevelSpells

3rd

bane, inflict wounds

5th

blindness/deafness, gentle repose

9th

animate dead, bestow curse

13th

blight, shadow of moil

17th

danse macabre, hallow

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Death Strike

You can use your Channel Divinity to imbue your weapon with necromantic energy. As a bonus action, select one weapon that you are holding. For 1 hour, your attacks made with this weapon deal extra necrotic damage equal to your Charisma modifier. If the weapon is not already magical, it becomes magical for the duration.

You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.

Seize Control

As an action, you can choose a number of undead creatures up to your Charisma modifier (minimum of one) that you can see within 30 feet. Each chosen creature must make a Wisdom saving throw against your paladin spell save DC. On a failed save, a creature must obey your commands for the next 24 hours, or until you use this Channel Divinity option again. You can only seize control of an undead whose CR is equal to or lower than the CR indicated on the Undead Control table.

Undead Control
Paladin LevelControls Undead of CR...

3rd

1/4 or lower

5th

1/2 or lower

8th

1 or lower

11th

2 or lower

14th

3 or lower

17th

4 or lower

Bone March

Starting at 3rd level, when you cast the find steed or find greater steed spell, the summoned creature's type will always be undead, rather than celestial, fey or fiend. This steed is immune to turning while it is within 15 feet of you, and its hit point maximum is calculated using the highest number possible for each Hit Die.

Additionally, you learn to incorporate necromantically enhanced bone into your armor and weapons. At the end of a long rest, you can transform one suit of armor, one shield, and two weapons into bonecraft that is no longer considered to be made of metal. These items cannot be corroded by rust or affected by the heat metal spell, but are not magical unless the original items were, and have no other unique properties. If you already have bonecraft from this feature and create a second set, the first set immediately loses its necromantic charge and is considered metal again.

Aura of Fortitude (Level 7)

Starting at 7th level, you constantly emanate an aura of necromantic power while you're not incapacitated. You and friendly creatures within 10 feet of you have resistance to necrotic damage and can't have your hit point maximum reduced.

At 18th level, the range of this aura increases to 30 feet.

Undead Resilience (Level 15)

At 15th level, your long service with the undead has bestowed you with some of their fortitude. You become immune to poison damage and the poisoned condition.

Master of the White Banner (Level 20)

At 20th level, you can infuse yourself with the martial pride and necromantic might of Karrnath. As an action, you gain the following benefits for 1 hour:

You have immunity to cold and necrotic damage. When you take the Attack action on your turn, you and any undead creatures under your control within 30 feet of you can make one additional attack as part of that action. You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.

Once you use this feature, you can't use it again until you finish a long rest.

Oath of the Common Man

Oath of the Common Man (Level 3)

A simple blacksmith raises his hammer above the glowing-hot steel. It strikes once. Twice. He lifts it a third, and holds it in his grasp as he studies the steel. As if in anticipation, the hammer begins to quake with holy force and he brings it down again and again, his divine strength aiding his work.

A half-elf clad in common clothes watches her friend prepare alchemical mixtures, combining the contents of distilled vials into one another before letting loose a shriek as the concoction erupts before her. Looking on the failed works of her friend, the half-elf pats her back with a smile. "It is alright," she speaks, "try once more, sister. Your work is of the utmost importance."

Adorned in simple, self-made mail, a dragonborn readies his hammer as he stands before the liege lord who has enslaved his people. On this day, the tyranny ends. On this day, his people go free.

The Oath of the Common Man is born of togetherness, mutual suffering, and righteous indignation at those who would put their boot heel to the collective neck of the worst-off in society. When a greedy baron levies unfair taxes that cut the poor to the bone, when a pompous dragon ransacks the countryside to build his own personal hoard, when a bloodthirsty tyrant forces the poor into conscripted service in his armies, to fight and die on the frontlines, the paladin of the Common Man will be there with the fury of the oppressed at their back, with thunder in their voice and fire in their eyes, and the will of the people behind their every word and action. To a paladin of the Common Man, tyrants and avaricious industrialists are worse than any fiend, and they must be thrown down, their schemes bent and broken, before the might of those they sought to keep beneath them.

Paladins of the Common Man always wear armor and clothing that is simple, un-ornate, but well-cared for and kept up with the labor and dedication that comes only from earnest devotion.

Tenets of the Common Man

The tenets that a paladin of the Common Man obeys vary wildly from individual from individual, but all carry within them the same revolutionary spirit, the single idea that the change the world needs to break free from tyranny is destined to happen, but much work needs to be done alongside every common man and woman to bring this collective dream to fruition. A paladin of the Common man thus roughly upholds the following tenets:

Equality

All creatures are inherently equal, and those that deny this fact for their own gain do the common man harm.

Community

A struggle is meaningless if it is not done together for a greater purpose than oneself. Stand and fight with your brothers and sisters for the betterment of all.

Respect

Give respect, love, and kindness to those disenfrenchised who find themselves without any. They are your comrades, and the reson you fight.

Change

The world must change if it is to be any better, and it will not change if we do not act. Do your part to make a more just future.

Labor

You are not above the work that the common man does. Whenever you have a chance, labor with them as they do and work to ease their difficult lot in life.

Oath Spells

You gain oath spells at the paladin levels listed.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Worker's Harmony

As an action, you unleash a message of unity in a loud, booming voice, calling on the spirits of common laborers who have died in oppression to come to aid you, or another. Either you are considered to be aided by the Help action from an unseen or indistinct source for a number of rounds equal to your Charisma modifier (minimum of 1), or one friendly creature within 30 feet of you that you choose (including yourself) gains proficiency with a specific type of artisan's tools for one hour.

Turn the Burgeois

Those that hold themselves a class above the common working man must be brought down and made to fear the peasantry. As an action, you utter an indictment against those who would trample the rights of laborers, inspiring the same terror in them that they inflict on those they hold as lessers. Any fey, non-chaotic fiend, or dragon that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage. At your DM's discretion, aristocratic humanoids and undead may also be affected by this ability, so long as they are intelligent and unsympathetic to the plight of the lower classes.

A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can only use the Dash action or try to escape from an effect that prevents it from moving. If there is nowhere to move, the creature can use the Dodge action.

Aura of Solidarity (Level 7)

Beginning at 7th level, whenever you or a friendly creature within 10 feet of you takes damage, you may choose to instead divide that damage evenly between all willing friendly targets within this aura, rounding up fractions to nearest whole point. As an example: If there are 3 friendly creatures in this aura (yourself included) and one takes 20 hit points of damage, you may choose to have all three friendly creautres (so long as they are willing) take 7 hitpoints of damage instead.

At 18th level, the range of this aura increases to 30 feet.

Revolutionary Spirit (Level 15)

Starting at 15th level, you may take the Help action as a bonus action on each of your turns.

In addition, you inherently have advantage on all Charisma checks involving interaction with laborers and the common man.

Strength of the People (Level 20)

At 20th level, you can transform yourself into a larger-than-life icon of the working class and their revolutionary struggle. Using your action, you can gain the following benefits for 1 minute, as long as you can see or hear a conscious friendly creature:

  • You grow to Large size and your equipment grows with you, doubling your reach and movement speed.

  • At the start of each of their turns, any friendly creature that can see or hear you (including yourself) gains a number of temporary hit points equal to your Charisma modifier.

  • As a bonus action on your turn, you may apply the benefits of the Help action to a number of friendly creatures qual to half your Charisma modifier, rounded up (minimum of 1), within 30 feet of you and that can see or hear you.

Once you use this feature, you can't use it again until you finish a long rest.

Oath of the Common Man

Oath of the Common Man (Level 3)

The Oath of the Common Man is born of togetherness, mutual suffering, and righteous indignation at those who would put their boot heel to the collective neck of the worst-off in society. When a greedy baron levies unfair taxes that cut the poor to the bone, when a pompous dragon ransacks the countryside to build his own personal hoard, when a bloodthirsty tyrant forces the poor into conscripted service in his armies, to fight and die on the frontlines, the paladin of the Common Man will be there with the fury of the oppressed at their back, with thunder in their voice and fire in their eyes, and the will of the people behind their every word and action. To a paladin of the Common Man, tyrants and avaricious industrialists are worse than any fiend, and they must be thrown down, their schemes bent and broken, before the might of those they sought to keep beneath them.

Paladins of the Common Man always wear armor and clothing that is simple, un-ornate, but well cared-for and kept up with the labor and dedication that comes only from earnest devotion.

Tenets of the Common Man

The tenets that a paladin of the Common Man obeys vary wildly from individual to individual, but all carry within them the same revolutionary spirit, the single idea that the change the world needs to break free from tyranny is destined to happen, but that much work needs to be done alongside every common man and woman to bring this collective dream to fruition. A paladin of the Common Man thus roughly upholds the following tenets:

Equality

All creatures are inherently equal, and those that deny this fact for their own gain do the common man harm.

Community

A struggle is meaningless if it is not done together for a greater purpose than oneself. Stand and fight with your brothers and sisters for the betterment of all.

Respect

Give respect, love, and kindness to those disenfranchised who find themselves without any. They are your comrades, and the reason you fight.

Change

The world must change if it is to be any better, and it will not change if we do not act. Do your part to make a more just future.

Labor

You are not above the work that the common man does. Whenever you have a chance, labor with them as they do and work to ease their difficult lot in life.

Oath Spells

You gain oath spells at the paladin levels listed.

Channel Divinity: Worker's Harmony

As an action, you unleash a message of unity in a loud, booming voice, calling on the spirits of common laborers who have died in oppression to come to aid you, or another. Either you are considered to be aided by the Help action (Player's Handbook, page 192) from an unseen or indistinct source for a number of rounds equal to your Charisma modifier (minimum 1), or one friendly creature within 30 feet of you that you choose (including yourself) gains proficiency with a specific type of artisan's tools for one hour.

Channel Divinity: Turn the Bourgeois

Those that hold them—selves a class above the common working man must be brought down and made to fear the peasantry. As an action, you utter an indictment against those who would trample the rights of laborers, inspiring the same terror in them that they inflict on those they hold as lessers. Any fey, non-chaotic fiend, or dragon that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage. At your DM's discretion, aristocratic humanoids and undead may also be affected by this ability, as long as they are intelligent and unsympathetic to the plight of the lower classes.

A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

Aura of Solidarity (Level 7)

Beginning at 7th level, whenever you or a friendly creature within 10 feet of you takes damage, you may choose to instead divide that damage evenly between all willing friendly targets within this aura, rounding up fractions to the nearest whole hit point. As an example: If there are 3 friendly creatures in this aura (yourself included) and one takes 20 hit points of damage, you may choose to have all three friendly creatures (so long as they are willing) take 7 hitpoints of damage instead.

At 18th level, the range Of this aura increases to 30 feet.

Revolutionary Spirit (Level 15)

Starting at 15th level, you may take the Help action as a bonus action on each of your turns.

In addition, you inherently have advantage on all Charisma checks involving interaction with laborers and the common man.

Game Theory (Level 20)

At 20th level, you can transform yourself into a larger-than-life icon of the working class and their revolutionary struggle. Using your action, you can gain the following benefits for 1 minute, as long as you can see or hear a conscious friendly creature:

  • You grow to large size and your equipment grows with you, doubling your reach and movement speed.

  • At the start of each of their turns, any friendly creature that can see or hear you (including yourself) gains a number of temporary hit points equal to your Charisma modifier.

  • As a bonus action on your turn, you may apply the benefits of the Help action to a number of friendly creatures equal to half your Charisma modifier, rounded up (minimum 1), within 30 feet of you and that can see or hear you.

Once you use this feature, you can't use it again until you finish a long rest.

Oath of the Corsair

Oath of the Corsair (Level 3)

Fearsome warriors of the high seas, Corsair Paladins, swear an Oath to themselves and their crew, and will do whatever it takes to maintain their freedom. Chaotic by nature, these scallywags abhor any laws that aren't their own. While most paladins follow the law of the land or the tenets of their deity, Corsairs follow only laws they have personally agree to.

Tenets of the Corsair

Corsairs follow a strict code, and to earn their trust, their allies and followers must also swear to the Corsair's Code.

  • Bravery

    To be a coward is worse then death. Those who don't defend themselves deserve whatever comes. Live in such a way that all will sing of your deeds for years to come.

  • Freedom

    Mortal creatures are meant to be free. Like the fish of the sea, no one should be forced to follow rules that they did not personally agree to or have a voice in creating.

  • Loyalty

    Those that betray their allies are the lowest of low creatures. Traitors must be dealt with swift judgment. Loyal allies are rewarded with glory, prestige, and treasure.

Oath Spells

Channel Divinity: All Hands on Deck

As a bonus action, you hold aloft your holy symbol and bellow an order to your crew. A number of creatures of your choice equal to your Charisma modifier (minimum of 1), within 30 feet, that can see or hear you, can use their reaction to move up to their full movement speed without provoking any opportunity attacks.

Channel Divinity: Wrath of the Sea

When you use your Divine Smite, you can invoke this Channel Divinity. All weapon and Divine Smite damage becomes cold, lightning, or thunder damage (your choice), and you can roll each of your damage dice for this attack twice and use the higher of the two rolls.

Mariner Fighting Style

The Mariner Fighting Style can be made available to paladins who want to take the Oath of the Corsair:

Mariner

As long as you are not wearing medium or heavy armor or using a shield, you have a swimming speed equal to your movement speed, and you gain a +1 bonus to your Armor Class.

Aura of Gallantry (Level 7)

Starting at 7th level you, and friendly creatures within 10 feet of you, have advantage saving throws to resist being grappled, knocked prone, or moved against their will.

At 18th level the range of this aura increases to 30 feet.

Fury of the Seas (Level 15)

At 15th level, those who strike you are punished for their mutinous actions. When a creature hits you with a melee attack, they take cold, lighting, or thunder damage (your choice) equal to your Charisma modifier (minimum of 1).

Grand Captain (Level 20)

At 20th level, you can embody the wrath of the high seas. As a bonus action, you can transform, becoming terrible as a storm, gaining the following benefits for 1 minute.

  • You are immune to cold, lightning, and thunder damage.

  • You can cast command as a 1st-level spell, as a bonus action on each turn without expending a spell slot.

  • When you hit an enemy creature with a melee attack, they must make a Strength saving throw or be knocked prone.

Once you use this feature, you must finish a long rest before you can use it again, unless you spend a spell slot of 5th-level or higher to use it an additional time.

Oath of the Corsair

Oath of the Corsair (Level 3)

Fearsome warriors of the high seas, Corsair Paladins, swear an Oath to themselves and their crew, and will do whatever it takes to maintain their freedom. Chaotic by nature, these scallywags abhor any laws that aren't their own. While most paladins follow the law of the land or the tenets of their deity, Corsairs follow only laws they have personally agree to.

Mariner Fighting Style

The Mariner Fighting Style can be made available to paladins who want to take the Oath of the Corsair:

Mariner

As long as you are not wearing medium or heavy armor or using a shield, you have a swimming speed equal to your movement speed, and you gain a +1 bonus to your Armor Class.

Tenets of the Corsair

Corsairs follow a strict code, and to earn their trust, their allies and followers must also swear to the Corsair's Code.

Bravery

To be a coward is worse then death. Those who don't defend themselves deserve whatever comes. Live in such a way that all will sing of your deeds for years to come.

Freedom

Mortal creatures are meant to be free. Like the fish of the sea, no one should be forced to follow rules that they did not personally agree to or have a voice in creating.

Loyalty

Those that betray their allies are the lowest of low creatures. Traitors must be dealt with swift judgment. Loyal allies are rewarded with glory, prestige, and treasure.

Channel Divinity

At 3rd level, you gain the following Channel Divinity options:

All Hands on Deck

As a bonus action, you hold aloft your holy symbol and bellow an order to your crew. A number of creatures of your choice equal to your Charisma modifier (minimum of 1), within 30 feet, that can see or hear you, can use their reaction to move up to their full movement speed without provoking any opportunity attacks.

Wrath of the Sea

When you use your Divine Smite, you can invoke this Channel Divinity. All weapon and Divine Smite damage becomes cold, lightning, or thunder damage (your choice), and you can roll each of your damage dice for this attack twice and use the higher of the two rolls.

Oath Spells

You gain oath spells at the paladin levels listed.

Aura of Gallantry (Level 7)

Starting at 7th level you, and friendly creatures within 10 feet of you, have advantage saving throws to resist being grappled, knocked prone, or moved against their will.

At 18th level the range of this aura increases to 30 feet.

Fury of the Seas (Level 15)

At 15th level, those who strike you are punished for their mutinous actions. When a creature hits you with a melee attack, they take cold, lighting, or thunder damage (your choice) equal to your Charisma modifier (minimum of 1).

Grand Captain (Level 20)

At 20th level, you can embody the wrath of the high seas. As a bonus action, you can transform, becoming terrible as a storm, gaining the following benefits for 1 minute.

  • You are immune to cold, lightning, and thunder damage.

  • You can cast command as a 1st-level spell, as a bonus action on each turn without expending a spell slot.

  • When you hit an enemy creature with a melee attack, they must make a Strength saving throw or be knocked prone.

Once you use this feature, you must finish a long rest before you can use it again, unless you spend a spell slot of 5th-level or higher to use it an additional time.

Oath of the Crown

Oath of the Crown (Level 3)

The Oath of the Crown is sworn to the ideals of civilization, be it the spirit of a nation, fealty to a sovereign, or service to a deity of law and rulership. The paladins who swear this oath dedicate themselves to serving society and, in particular, the laws that hold society together. These paladins are the watchful guardians on the walls, standing against the chaotic tides of barbarism that threaten to tear down all that civilization has built, and are commonly known as guardians, exemplars, or sentinels. Often, paladins who swear this oath are members of an order of knighthood in service to a nation or sovereign, and undergo their oath as part of their admission to the order's ranks.

Tenets of the Crown

The tenets of the Oath of the Crown are often set by the sovereign to which their oath is sworn, but generally emphasize the following tenets.

Law

The law is paramount. It is the mortar that holds the stones of civilization together, and it must be respected.

Loyalty

Your word is your bond. Without loyalty, oaths and laws are meaningless.

Courage

You must be willing to do what needs to be done for the sake of order, even in the face of overwhelming odds. If you don't act, then who will?

Responsibility

You must deal with the consequences of your actions, and you are responsible for fulfilling your duties and obligations.

Oath Spells

You gain oath spells at the paladin levels listed.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Champion Challenge

As a bonus action, you issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can't willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is more than 30 feet away from you.

Turn the Tide

As a bonus action, you can bolster injured creatures with your Channel Divinity. Each creature of your choice that can hear you within 30 feet of you regains hit points equal to 1d6 + your Charisma modifier (minimum of 1) if it has no more than half of its hit points.

Divine Allegiance (Level 7)

Starting at 7th level, when a creature within 5 feet of you takes damage, you can use your reaction to magically substitute your own health for that of the target creature, causing that creature not to take the damage. Instead, you take the damage. This damage to you can't be reduced or prevented in any way.

Unyielding Spirit (Level 15)

Starting at 15th level, you have advantage on saving throws to avoid becoming paralyzed or stunned.

Exalted Champion (Level 20)

At 20th level, your presence on the field of battle is an inspiration to those dedicated to your cause. You can use your action to gain the following benefits for 1 hour:

  • You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.

  • Your allies have advantage on death saving throws while within 30 feet of you.

  • You have advantage on Wisdom saving throws, as do your allies within 30 feet of you.

This effect ends early if you are incapacitated or die. Once you use this feature, you can't use it again until you finish a long rest.

Oath of the Dawn

Oath of the Dawn (Level 3)

This oath originated in the cities of the North, where the sun was scarce, and sacred The power of the light is a holy one, bestowed only upon the purest of heroes. Those that embrace this oath stand as a bulwark against the darkness.

Tenets of the Dawn

Light of Hope

The night can be dark and full of horrors. You will bring the light even in the darkest despair, no matter the cost to yourself.

Incandescent Purity

Darkness tries to devour the world, but the light shall face it and cleanse it. Purify those that lost their ways.

Radiant Humanity

Civilisation has brought fire and light to the world, illuminating it. Do your utmost to keep it prosper and bright.

Oath Spells

You gain oath spells at the paladin levels listed.

Channel Divinity: Wings of Light

As a bonus action, light emblazons you. A pair of wings of light sprout on your back, you gain a flying speed of 40ft for 1 minute. At 11th level the duration increases to 10 minutes, at 18th level it increases to one hour.

Channel Divinity: Bright Hope

As a reaction to you or allies making a saving throw, you can present your holy symbol You and allies within 30ft of you gain a bonus to the saving throw equal to twice your charisma modifier.

Radiant Aura (Level 7)

The light held within your heart shines through. At 7th level, at will, a 10ft radius around you is filled with bright light, magical darkness that comes in contact with it is automatically dispelled.

In addition enemies that start their turn in your aura or enter it for the first time on their turn must make a Dexterity saving throw or shed dim light in a 10ft radius. Any Attack roll against an affected creature has advantage if the attacker can see it, and the affected creature or object can't benefit from being Invisible.

At 18th level the range of this aura increases to 30ft.

Retributive Light (Level 15)

At 15th level, all creatures of your choice that start their turn in your aura, or enter it for the first time on their turn, take radiant damage equal to your charisma modifier.

Avatar of the Dawn (Level 20)

Beginning at 20th level, as a bonus action you embody the power of the holy light. You gain the following benefits for 1 minute:

  • Enemies within your aura must make a Constitution saving throw or be blinded for the duration of the transformation, can repeat the save.

  • Your attacks deal an extra 2d8 radiant damage, and you score critical hits on a roll of 19 or 20.

  • You are immune to radiant and necrotic damage.

This effect ends early if you are incapacitated or die. You can use this feature once per long rest.

Oath of the Dragon

Oath of the Dragon (Level 3)

The Oath of the Dragon is taken by those who rever one or more Dragon Gods. They pledge their utmost loyality to the religion and will strike at the enemies of their gods mercilessly.

Tenets of the Dragon

The Tenets of the Dragon are often set by the High Priests of the faith, though those naturally attracted to the dragon deities will share these tenets.

Duty

Defeat the Enemies of your god, and show them NO mercy.

Service

Protect and Serve the Dragons of your god.

Honor

Take pride and show honor and worth to the name of dragonkind.

Reverence

Respect the Draconic race and hold them in the Highest Regard

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Dragon Spells
Paladin LevelSpells

3rd

absorb elements, feather fall

5th

alter self, gust of wind

9th

fear, fly

13th

elemental bane, polymorph

17th

legend lore, geas

Channel Divinity: Turn the Unworthy

As an action, you present your holy symbol and speak a prayer censuring fiends and Dragons opposite your moral alignment, using your Channel Divinity. Each fiend or Dragon (opposite your moral alignment) that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.

Channel Divinity: Draconic Fury

As an action, you can imbue one weapon that you are holding with furious primal energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration. You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.

Aura of the Dragon (Level 7)

At 7th level you gain resistance to non-magical bludgeoning, piercing and slashing damage when using your daemonic form channel divinity.

After completing a short or long rest, you may choose a different damage type, and this is the damage type that is dealt until your next rest.

At the 18th level, this aura's range increases to 30 feet, and the damage increases to 2d6.

Legendary Resistance (Level 15)

Upon becoming 15th level, once per long rest if you fail a saving throw, you can choose to succeed instead.

Dragon Aspect (Level 20)

At 20th level, you can assume the form of an draconic avatar. Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:

Wings sprout from your back and grant you a flying speed of 60 feet.

You emanate an aura of terror in a 30-foot radius.The first time any enemy creature enters the aura or starts its turn there during a battle, the creature must succeed on a Wisdom saving throw or become frightened of you for 1 minute or until it takes any damage. Attack rolls against the frightened creature have advantage.

Once you use this feature, you can't use it again until you finish a long rest.

Oath of the Dragon

Oath of the Dragon (Level 3)

The Oath of the Dragon is taken by those who rever one or more Dragon Gods. They pledge their utmost loyality to the religion and will strike at the enemies of their gods mercilessly.

Tenets of the Dragon

The Tenets of the Dragon are often set by the High Priests of the faith, though those naturally attracted to the dragon deities will share these tenets.

Duty

Defeat the Enemies of your god, and show them NO mercy.

Service

Protect and Serve the Dragons of your god.

Honor

Take pride and show honor and worth to the name of dragonkind.

Reverence

Respect the Draconic race and hold them in the Highest Regard

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Dragon Spells
Paladin LevelSpells

3rd

absorb elements, feather fall

5th

alter self, gust of wind

9th

fear, fly

13th

elemental bane, polymorph

17th

legend lore, geas

Channel Divinity: Turn the Unworthy

As an action, you present your holy symbol and speak a prayer censuring fiends and Dragons opposite your moral alignment, using your Channel Divinity. Each fiend or Dragon (opposite your moral alignment) that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.

Channel Divinity: Draconic Fury

As an action, you can imbue one weapon that you are holding with furious primal energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration. You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.

Aura of the Dragon (Level 7)

At 7th level you gain resistance to non-magical bludgeoning, piercing and slashing damage when using your daemonic form channel divinity.

After completing a short or long rest, you may choose a different damage type, and this is the damage type that is dealt until your next rest.

At the 18th level, this aura's range increases to 30 feet, and the damage increases to 2d6.

Legendary Resistance (Level 15)

Upon becoming 15th level, once per long rest if you fail a saving throw, you can choose to succeed instead.

Dragon Aspect (Level 20)

At 20th level, you can assume the form of an draconic avatar. Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:

Wings sprout from your back and grant you a flying speed of 60 feet.

You emanate an aura of terror in a 30-foot radius.The first time any enemy creature enters the aura or starts its turn there during a battle, the creature must succeed on a Wisdom saving throw or become frightened of you for 1 minute or until it takes any damage. Attack rolls against the frightened creature have advantage.

Once you use this feature, you can't use it again until you finish a long rest.

Oath of the Dragonlord

Oath of the Dragonlord (Level 3)

Dragonlords are paladins who seek to extend their reach across the land by binding a dragon into their service. Such a task should never be undertaken lightly. Forming a true bond with a dragon requires a paladin to hatch a dragon egg and raise the wyrmling from the first moment it draws breath. Raising a dragon in this way requires the paladin to lay their life on the line by swearing an oath. This oath creates a reciprocal bond between the paladin's soul and the soul of the dragon.

But finding a dragon egg is no easy task either. For this reason, Dragonlords summon pseudodragon familiars and train them to seek out the perfect egg. This process may take years, and many paladins come to view the pseudodragon as a partner in the oath. When an egg is finally discovered, the paladin and the pseudodragon may share an almost parental pride in the hatchling.

Once the paladin's dragon is grown, its master becomes a true Dragonlord. But the paladin is as much a servant to the dragon as the dragon is to its master. The two are one—their destinies are interlinked—and whatsoever pain is suffered by one is also felt by the other.

Oath Spells

Starting when you swear your oath at 3rd level, you gain Oath Spells at the listed levels and always have them prepared.

Oath of the Dragonlord Spells
Paladin LevelSpells

3rd

hunter's mark, find familiar

5th

gust of wind, levitate

9th

fly, haste

13th

freedom of movement, stoneskin

17th

hold monster, telepathic bond

Pseudodragon Familiar

When you cast the find familiar spell, you summon a Pseudodragon instead of one of the normal forms described in the spell. The pseudodragon's primary purpose is to find you a dragon egg. The pseudodragon can smell dragon eggs if they are within one mile.

The pseudodragon is likely to find a dragon egg by the time you are 5th level, but it might be earlier. If your pseudodragon hasn't found a dragon egg by 6th level, then it departs in search of one. In 3d6 days, the pseudodragon returns to you with a dragon egg of your choice from this list: brass, bronze, copper, or silver.

If at any time your dragon egg is lost or destroyed, your pseudodragon will depart in search of another one. It will return in 3d6 days with the lost egg or a suitable replacement. If you deliberately lose or destroy your egg, then your pseudodragon refuses to perform this service.

Channel Divinity: Dragon's Wrath

As an action, you can mimic the frightful presence of a dragon, using your Channel Divinity. You issue a roar as loud as an adult dragon. Each creature of your choice that is within 60 ft. of you and aware of you must succeed on a DC 14 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Channel Divinity: Scorn the Unworthy

Your dragonlord oath elevates you above the multitudes of the corrupt and the weak. As an action, you can intone the Dragonlord's oath, using your Channel Divinity. Enemy creatures within 30 feet that are Large or smaller in size must make a Charisma saving throw. On a failed save, the creature falls prone and loses concentration on any spells that it has active.

Dragonlord's Bond (Level 7)

At 7th level, your dragon egg will hatch. You must cast the spell bond of the dragonlords while touching the newborn wyrmling within 24 hours of it hatching. The dragon wyrmling is now bonded to you. Additionally, you may cast the spells bond of the dragonlords and dirge of the dragonlords, and they require no material components when you cast them. Your wyrmling has hit points equal to 40 + twice your paladin level, and it adds your proficiency bonus to its saving throws.

Young Dragon (Level 15)

By 15th level, your dragon grows into a young dragon of the appropriate type if five years have not yet passed since its hatching. The dragon will now allow itself to be used as a mount. In addition, while mounted on a dragon, you gain that dragon's damage resistances, damage immunities, and senses (blindsight, darkvision, and its passive Perception if it is greater than yours).

Unbreakable Bond (Level 20)

By 20th level, you and your dragon have learned to fight in unison on the battlefield. Your dragon gains access to its Multiattack feature, and its breath weapon now recharges using the normal rules each round instead of using the restriction outlined in bond of the dragonlords.

Additionally, when your dragon fails a saving throw, you may choose to have it succeed instead. This ability recharges after you and the dragon complete a long rest.

Oath of the Dragonlord

Oath of the Dragonlord (Level 3)

Dragonlords are paladins who seek to extend their reach across the land by binding a dragon into their service. Such a task should never be undertaken lightly. Forming a true bond with a dragon requires a paladin to hatch a dragon egg and raise the wyrmling from the first moment it draws breath. Raising a dragon in this way requires the paladin to lay their life on the line by swearing an oath. This oath creates a reciprocal bond between the paladin's soul and the soul of the dragon.

But finding a dragon egg is no easy task either. For this reason, Dragonlords summon pseudodragon familiars and train them to seek out the perfect egg. This process may take years, and many paladins come to view the pseudodragon as a partner in the oath. When an egg is finally discovered, the paladin and the pseudodragon may share an almost parental pride in the hatchling.

Once the paladin's dragon is grown, its master becomes a true Dragonlord. But the paladin is as much a servant to the dragon as the dragon is to its master. The two are one—their destinies are interlinked—and whatsoever pain is suffered by one is also felt by the other.

Oath Spells

Starting when you swear your oath at 3rd level, you gain Oath Spells at the listed levels and always have them prepared.

Oath of the Dragonlord Spells
Paladin LevelSpells

3rd

hunter's mark, find familiar

5th

gust of wind, levitate

9th

fly, haste

13th

freedom of movement, stoneskin

17th

hold monster, telepathic bond

Pseudodragon Familiar

When you cast the find familiar spell, you summon a pseudodragon instead of one of the normal forms described in the spell. The pseudodragon's primary purpose is to find you a dragon egg. The pseudodragon can smell dragon eggs if they are within one mile.

The pseudodragon is likely to find a dragon egg by the time you are 5th level, but it might be earlier. If your pseudodragon hasn't found a dragon egg by 6th level, then it departs in search of one. In 3d6 days, the pseudodragon returns to you with a dragon egg of your choice from this list: brass, bronze, copper, or silver.

If at any time your dragon egg is lost or destroyed, your pseudodragon will depart in search of another one. It will return in 3d6 days with the lost egg or a suitable replacement. If you deliberately lose or destroy your egg, then your pseudodragon refuses to perform this service.

Channel Divinity: Dragon's Wrath

As an action, you can mimic the frightful presence of a dragon, using your Channel Divinity. You issue a roar as loud as an adult dragon. Each creature of your choice that is within 60 ft. of you and aware of you must succeed on a DC 14 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Channel Divinity: Scorn the Unworthy

Your dragonlord oath elevates you above the multitudes of the corrupt and the weak. As an action, you can intone the Dragonlord's oath, using your Channel Divinity. Enemy creatures within 30 feet that are Large or smaller in size must make a Charisma saving throw. On a failed save, the creature falls prone and loses concentration on any spells that it has active.

Dragonlord's Bond (Level 7)

At 7th level, your dragon egg will hatch. You must cast the spell bond of the dragonlords while touching the newborn wyrmling within 24 hours of it hatching. The dragon wyrmling is now bonded to you. Additionally, you may cast the spells bond of the dragonlords and dirge of the dragonlords, and they require no material components when you cast them. Your wyrmling has hit points equal to 40 + twice your paladin level, and it adds your proficiency bonus to its saving throws.

Young Dragon (Level 15)

By 15th level, your dragon grows into a young dragon of the appropriate type if five years have not yet passed since its hatching. The dragon will now allow itself to be used as a mount. In addition, while mounted on a dragon, you gain that dragon's damage resistances, damage immunities, and senses (blindsight, darkvision, and its passive Perception if it is greater than yours).

Avatar of Judgment (Level 20)

By 20th level, you and your dragon have learned to fight in unison on the battlefield. Your dragon gains access to its Multiattack feature, and its breath weapon now recharges using the normal rules each round instead of using the restriction outlined in bond of the dragonlords.

Additionally, when your dragon fails a saving throw, you may choose to have it succeed instead. This ability recharges after you and the dragon complete a long rest.

Oath of the Dreamwarden

Oath of the Dreamwarden (Level 3)

The Oath of the Dream Warden binds a paladin to protect one of the most basic, unifying, and coveted elements of existence: sleep. These paladins stand in the face of evil both real and imagined—that threaten the rest of others. By devoting themselves to this cause, a paladin sets off to make a future where everyone can sleep fitfully, safe from harm and worry.

A paladin of this oath also deals in the subtle workings of the subconscious mind and magic, sharing their dreams with others and using them to play tricks of the eye.

Tenets of the Dreamwarden

The tenets of the Dream Warden guide them to protect their flock while they're at their most defenseless.

Guard the Threshold

When terror creeps nearby, stand in its way.

A Light in the Dark

When hope is hard to find, light the way.

No Rest for the Wicked

When evil sleeps, strike true, and cast it away.

Oath Spells

You gain the following spells at the following levels:

Oath of Dreamwarden Spells
Paladin LevelSpells

3rd

disguise self, sleep

5th

invisibility, misty step

9th

nondetection, slow

13th

hallucinatory terrain, phantasmal killer

17th

dream, mislead

Channel Divinity

When you take this oath at 3rd level, you gain the following Channel Divinity option.

Holy Respite

As an action, you can use your Channel Divinity to choose a number of willing creatures up to your Charisma modifier (minimum of 1) that are within 20 feet of you. Each creature falls unconscious for 10 minutes; the creature wakes up if it takes damage or if someone uses an action to shake it awake. If the creature remains unconscious for the full duration, it gains the benefits of a short rest. Once a creature gains these benefits, it can't do so again until it finishes a long rest.

Sudden Daydream

As an action, you can use your Channel Divinity to choose a point that you can see within 60 feet of you. Each creature within 10 feet of that point must make a Wisdom saving throw, unless the creature doesn't need to sleep. On a failed save, a creature becomes stunned in a sleepy stupor for 1 minute. A creature that's stunned in this way automatically falls unconscious if it's within the area of a sleep spell you cast, as if by the spell. If a creature succeeds on the saving throw, its speed is halved until the end of your next turn. Regardless of whether a creature succeeds or fails, this effect ends early if it takes any damage or if someone else uses an action to shake it out of its stupor.

Aura of Dream Sharing (Level 7)

Starting at 7th level, you and friendly creatures within 10 feet of you can share a space of wakeful dreaming. While in this aura, friendly creatures of your choice can choose to start or stop participating in the shared dream (no action required). A creature participating in the dream can communicate telepathically with any other participating creature, provided each one is within the aura. Furthermore, friendly creatures within the aura can't be put to sleep by magic and are ignored by the sleep spell; a friendly creature that's targeted by dream automatically succeeds on the saving throw and can end the effect at any time while it's within your aura.

In addition, being asleep doesn't prevent you from keeping watch. While you're sleeping, you can magically see and hear, as if you were awake, within an area equal to 10 times the radius of your aura.

At 18th level, the range of this aura increases to 30 feet.

Restful Hands (Level 15)

Beginning at 15th level, you gain additional ways to use your Lay on Hands feature. You can expend 5 hit points from your pool of healing to create one of the following effects:

  • You remove one level of exhaustion from the creature you touch. Once a creature has benefited from this, it can't do so again until it finishes a long rest.

  • You cause a willing creature you touch to fall asleep. You can specify when the creature will wake up or an amount of time that it will remain asleep for, up to 8 hours. The creature wakes up early if it takes any damage or if another creature shakes or slaps it awake.

  • If you target yourself, you gain the effect of the sanctuary spell, which lasts for 1 hour (the spell can end early as normal).

Avatar of the Nightmares (Level 20)

At 20th level, you can use an action to manifest the nightmares of your enemies, granting them a temporary stay of your oaths. For 1 minute, you become surrounded by a cloud of roiling, dreamlike fog, which extends from you in a 30-foot radius and spreads around corners. The fog lightly obscures the area for hostile creatures. A hostile creature that enters the fog for the first time on its turn or starts its turn there must make a Wisdom saving throw against your spell save DC. On a failed save, a creature takes 10 psychic damage and is frightened of you until the start of its next turn. Constructs, plants, and undead are immune to this effect.

If a creature is within the fog and the area of a sleep spell you cast, the spell has a different effect for that creature: it must succeed on a Wisdom saving throw against your spell save DC or take psychic damage equal to the rolled number of hit points for the spell.

Once you use this feature, you can't use it again until you finish a long rest.

Oath of the Elder Sign

Aura of Mental Fortitude (Level 7)

Beginning at 7th level, you and allies within 10 feet of you have immunity to psychic damage. At 18th level, the range of this aura increases to 30 feet.

Word of Revelation (Level 15)

By 15th level, your research in musty, forbidden tomes has proven fruitful. As an action, you can utter a word used in the creation of the universe. All magic effects within 15 feet of you are targeted by dispel magic. After using this ability, you cannot use it again until you complete a long rest.

Sunder Reality (Level 20)

At 20th level, you can call upon the Elder Sign to tear the very fabric of reality, creating a one-way rift to or from the Far Realm for 1 minute. Choose an unoccupied 5-foot radius sphere that you can see and whether this portal should lead to, or come from the Far Realm. Creatures that end their turn within 30' of the sphere are inexplicably moved 5 feet toward it, as if pulled by an unseen force. If the portal leads to the Far Realm, creatures that enter it are flung to the far reaches of space, taking 8d10 psychic damage from the horrors they witness and are ejected from the far side of the portal 1 round later. If the portal leads from the Far Realm, creatures adjacent to it are restrained by tentacles, claws, or other monstrous appendages that reach through it. Creatures so restrained can break free as an action by making a Strength saving throw. After using this ability, you cannot use it again until you complete a long rest.

Oath of the Eldritch Hunt

Oath of the Eldritch Hunt (Level 3)

The Oath of the Eldritch Hunt is sworn to the eradication of the unnatural, the aberrant, and the alien. These hunters tread a fine line, enhancing themselves with their prey's powers whilst trying to maintain their own sanity. Unfortunately, this frenzied hunger drives many to madness, and it is no rare occurrence for these paladins to have to hunt their own.

This oath is found most frequently among paladins of the Radiant Order. Erroneously nicknamed grey templars, witch hunters, and knights aberrant, these oft-deformed warriors devote themselves to obliterating the scourge and its creations.

Tenets of the Eldritch Hunt

Resolve

Through willpower and tenacity, the strain of the hunt is endured; aching limbs and ailing minds are no reason to fall short.

Respect

Take life only when doing so protects others. Kill only when necessary, lest the bloodshed enamour your soul and hunter becomes beast.

Responsibility

Many rely on your talent to survive the moonlit nights. No matter the circumstances, do not fail them. Sacrifice your own body so that others can retain the sanctity of their own, untainted forms.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Eldritch Hunt Spells

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Hunt the Prey

As a bonus action, you can call upon the sanctified hunt. You designate a creature within 60 feet of you as your prey, marking the target for 1 minute. As part of casting this channel divinity, and as a bonus action on subsequent turns, you can magically teleport up to 30 feet to an unoccupied space you can see within 5 feet of the marked target. To teleport in this way, you must be able to see the marked target.

Stolen Eldritch Gift

As a bonus action, you use your channel divinity to enhance your body beyond your mortal limits. For 10 minutes, you can add your Charisma modifier to any Athletics, Acrobatics, and Perception checks that you make.

Sharpened Senses (Level 7)

At 7th level, you have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, within that range, no creature can hide from you.

At 18th level, this range increases to 30 feet.

Find Weakness (Level 15)

At 15th level, you have learned to read your prey to find any flaws they might possess. When you deal damage to a creature, you learn any damage resistances, immunities, or vulnerabilities that it has.

In addition, whenever you use your Hunt the Prey channel divinity, you can make a single weapon attack against the marked target when you reappear, as part of the same bonus action.

Perfect Hunter (Level 20)

At 20th level, you are the embodiment of the eldritch hunt. None can get in the way of your kill. As a bonus action, you activate the power of the true hunter. For the next minute, you gain the following benefits:

Once you use this feature, you can't use it again until you finish a long rest.

Oath of the Eldritch Hunt

Oath of the Eldritch Hunt (Level 3)

The Oath of the Eldritch Hunt is sworn to the eradication of the unnatural, the aberrant, and the alien. These hunters tread a fine line, enhancing themselves with their prey's powers whilst trying to maintain their sanity. Unfortunately, this frenzied hunger drives many to madness, and it is no rare occurrence for these paladins to have to hunt their own.

This oath is found most frequently among paladins of the Radiant Order. Known as grey knights, witch hunters, and knights aberrant, these oft-deformed warriors devote themselves to obliterating the scourge and its creations.

Tenets of the Eldritch Hunt

Resolve

Through willpower and tenacity the strain of the hunt is endured, aching limbs and ailing minds are no reason to fall short.

Respect

Take life only when doing so protects others. Kill only when necessary, lest the bloodshed enamour your soul and hunter becomes beast.

Responsibility

Many rely on your talent to survive the moonlit nights. No matter the circumstances, do not fail them. Sacrifice your own body so that others can retain the sanctity of their own, untainted forms.

Oath Spells

You gain oath spells at the paladin levels listed.

Channel Divinity: Hunt the Prey

As a bonus action you can call upon the sanctified hunt. You designate a creature within 60 feet of you as your prey, marking the target for 1 minute. As part of casting this channel divinity, and as a bonus action on subsequent turns, you can magically teleport up to 30 feet to an unoccupied space you can see within 5 feet of the marked target. To teleport in this way, you must be able to see the marked target.

Channel Divinity: Stolen Eldritch Gift

As a bonus action, you use your channel divinity to enhance your body beyond your mortal limits. For 10 minutes you can add your Charisma modifier to any Athletics, Acrobatics and Perception checks that you make.

Sharpened Senses (Level 7)

At level 7, You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, within that range, no creature can hide from you.

At level 18, this range increases to 30 feet

Find Weakness (Level 15)

At 15th level, you have learned to read your prey to find any flaws they might possess. When you deal damage to a creature, you learn any damage resistances, immunities or vulnerabilities that it has.

In addition whenever you use your Hunt the Prey channel divinity, you can make a single weapon attack against the marked target when you reappear, as part of the same bonus action.

Perfect Hunter (Level 20)

At level 20, you are the embodiment of the eldritch hunt. None can get in the way of your kill. You activate the power of the true hunter as a bonus action. For 1 minute, you gain the following benefits:

  • - You become invisible.

  • - You cannot be grappled, restrained, or paralyzed

  • - Your weapon attacks deal an additional 1d8 necrotic damage, which bypasses resistance.

Once you use this feature, you can't use it again until you finish a long rest.

Oath of the Elements

Oath of the Elements (Level 3)

The Oath of the Elements is taken by those paladins who have dedicated their lives to serving the awakened spirits of air, earth, fire, and water. Such paladins might also serve a genie, elemental deity, or other powerful elemental creature.

Tenets of the Elements

Though exact interpretations and words of the Oath of the Elements vary between those who serve the subtle, elemental spirits of the world and those who serve elemental deities or genies, paladins of this oath share these tenets.

Defend the Natural World

Every mountaintop, valley, cave, stream, and spring is sacred. You would fight to your last breath to protect natural places from harm.

Lead the Line

You stand at the forefront of every battle as a beacon of hope to lead your allies to victory.

Act Wisely, Act Decisively

You weigh your actions carefully and offer counsel to those who would behave impulsively. When the time is right, you unleash the fury of the elements upon your enemies.

Integrity

Your word is your bond. You don't lie or deceive others and always treat them with fairness.

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of the Elements Spells table. See the Sacred Oath class feature for how oath spells work.

Elemental Language

When you take this oath at 3rd level, you learn to speak, read, and write Primordial.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.See the Sacred Oath class feature for how Channel Divinity works.

Abjure the Otherworldly

You can use your Channel Divinity to rebuke elementals and fiends. As an action, you present your holy symbol and recite ancient edicts from when the elements ruled the world. Each elemental or fiend that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

Elemental Strike

As a bonus action, you can use your Channel Divinity to magically imbue one weapon you are holding with the power of the elements. Choose air, earth, fire, or water. For 1 minute, you gain a bonus to damage rolls equal to your Charisma modifier (minimum of +1) on attacks made with the weapon. The type of damage is based on the element you chose: lightning or thunder (air), acid (earth), fire (fire), or cold (water). While your weapon is imbued with an element, you can choose to deal its damage type instead of radiant damage when you use your Divine Smite.

You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.

Aura of Resistance (Level 7)

Beginning at 7th level, your power over the elements forms a magical ward around you. Choose acid, cold, fire, lightning, or thunder damage when you finish a short or long rest. You and friendly creatures within 10 feet of you have resistance to damage of this type. When you reach 18th level in this class, the range of this aura increases to 30 feet.

Elemental Companion (Level 15)

At 15th level, you can call upon the service of an elemental companion to aid you on your quests. As an action, you can summon an elemental of challenge rating 2 or lower, which appears in an unoccupied space you can see within 30 feet of you. The elemental is friendly to you and your companions, and it obeys any verbal commands you issue to it. If you don't issue any commands to it, it defends itself from hostile creatures but otherwise takes no actions. It rolls its own initiative and has its own turns in combat.,

You can have only one elemental companion at a time. If you summon a new one, the previous one disappears. In addition, you can't have a creature magically bound to you or your service, such as through the conjure elemental or dominate person spells or similar magic, while you have an elemental companion, but you can still have the willing service of a creature that isn't magically bound to you.

The elemental continues to serve you until you dismiss it as a bonus action or it is reduced to 0 hit points, which causes it to disappear. Once you summon an elemental companion, you can't summon another one until you finish a long rest.

Elemental Champion (Level 20)

At 20th level, you can use a bonus action to manifest the unchained power of the elements. Your eyes glow with fire, your hair and clothes move as if blown by a strong wind, droplets of rain float in a watery halo around you, and the ground trembles with your every step. For 1 minute, you gain the following benefits:

  • You gain the flying speed of an air elemental (90 feet with hover), the Earth Glide trait and burrowing speed of an earth elemental (30 feet), or the swimming speed of a water elemental (90 feet).

  • You have resistance to acid, cold, fire, lightning, and thunder damage.

  • Any weapon you hold is imbued with the power of the elements. Choose an element, as with Elemental Strike. Your weapon deals an extra 3d6 damage to any creature you hit. The type of damage is based on the element you chose: lightning or thunder (air), acid (earth), fire (fire), or cold (water). While your weapon is imbued with an element, you can choose to deal its damage type in place of radiant damage when you use your Divine Smite.

Once you use this feature, you can't use it again until you finish a long rest.

Oath of the Elements

Oath of the Elements (Level 3)

The Oath of the Elements are for those attuned closer to the pure elemental energies rather than the divinity of the gods.

Tenets of the Elements

A paladin who takes the Oath of the Elements has the following tenets to uphold, even if the exact wording will vary.

Bring the Storm

Explore the world as you see fit, bring your justice to all lands.

Elemental Restoration

Always strive to restore the elementals presence in the material plane

Eternal Vanguard

Know your people, protect those who would help you and others eternally at any cost

Oath Spells

You gain oath spells at the paladin levels listed depending on your elemental alignment.

Channel Divinity: Elemental Core

As an action you channel the Elemental Chaos into your weapon and make a weapon attack, your next attack deals an additional d8 of damage for half of your paladin level rounded down of your selected element type. This stacks with smites and causes any damage of the same type to ignore resistances.

Fire

Your Core is infused with fire, you deal fire damage with Elemental Core and you gain the following oath spells

Water

Your Core is infused with water, you deal lightning damage with Elemental Core and you gain the following oath spells

Earth

Your Core is infused with Earth, you deal thunder damage with Elemental Core and you gain the following oath spells

Air

Your Core is infused with air, you deal radiant damage with Elemental Core and you gain the following oath spells

Channel Divinity: Elemental Resistance

You channel the Elemental Chaos into yourself, gain resistance to all physical and nonmagical damage for 1 min, Gain an elemental ward that allows you to block one instance of elemental damage

Elemental Aura (Level 7)

Elemental Aura: Your attunment with the elements allows you to generate an aura depending on your chosen element.

You can use this ability a number of times equal to your Charisma modifier. You regain all expended uses when you complete a long rest.

ElementAbility

Fire

You summon a blaze to your side. As a bonus action, you may target an object within 20 ft, it suffers the effects of 2nd level heat metal while your aura is active. This increases to 3rd level heat metal at 10th level and 4th level at 20th level

Water

You summon a fog of war to aid in your fight. You produce a thick fog 10 ft around you that you and one other chosen creature can see in. Any creature that cannot see in the fog has disadvantage to perception checks, and attack rolls. This fog is treated as magical and can be dispelled.

Earth

You command the earth to protect yourself or your allies. One target within 10ft gains +1 AC while your aura is active. This increases to +2 AC at 10th level and +3 AC at 20th level.

Air

You summon a personal gale. Enemies within 5 ft of you must make a Str save, DC equal to your spell DC. If they fail they are blown away up to 10 ft away from you. As an action you can focus the gale to one creature you can see within 15 ft and they gain its effects while you lose them.

Share the Elements (Level 15)

When you cast a smite spell, as a reaction apply it to an allys weapon within 20 ft for their next turn. The damage they deal is equal to your spells damage roll and it is dealt in your elemental archetype according to elemental core.

Overload (Level 20)

At 20th level, Once per long rest you may overload your elemental core ability. It is now a channel for 1 minute effect and your weapon gains a +2 to attack rolls and damage. Your weapon is considered a magical weapon for purposes of resistance.

Oath of the Exorcist

Oath of the Exorcist (Level 3)

Since the dawn of time the mortal world has been plagued by the scourge that is undeath. As ancient as this threat itself, a Brotherhood of paladin,s known as Exorcists, have protected the living from the dead. These warriors taint their soul with the foul magic of undeath, and once mastered, they use their dark power to drive back the darkness itself. Giving up any chance of a normal life, Exorcists work tirelessly to prevent the tide of undeath from overwhelming the living.

Tenets of the Exorcist

All those who swear this Oath and join the Brotherhood of Exorcists live their lives by a strict code of conduct:

  • Protect the Living

    Life is a precious gift given to mortals. All life, especially the innocent, is to be protected at all costs.

  • Destroy Undeath

    The foul monsters created by the dark magics of necromancy are a cruel mockery of life and must be hunted down and destroyed wherever they exist.

  • Selfless Vigil

    Those who swear the Oath of the Exorcist renounce their rights to a normal life. They bear no titles or honors, inherit no lands, and have no family or children.

Channel Divinity: Sinister Insights

As an action, you can grasp your holy symbol to enhance your knowledge of undead creatures. For the next hour, you have advantage on any ability checks you make related to undead creatures or necromancy magic.

Channel Divinity: Warrior of the Dawn

You can draw forth radiant power from your soul to strike your foes. As a bonus action, you can touch your holy symbol and choose a creature within 30 feet. For the next minute, each time you hit that creature with a weapon attack, you deal an additional 1d4 radiant damage.

Blood Hunter, Dissected

The Blood Hunter class contains many mechanics that are hard to manage, especially for new players. The Oath of the Exorcist attempts to capture the Blood Hunter's Order of the Ghostslayer while staying in line with the design philosophy of 5e.

Spectral Form (Level 7)

Beginning at 7th level, you can use a bonus action to enter a ghostlike state that lasts until the end of your turn. While in this state, you are resistant to all bludgeoning, piercing, and slashing damage, and you can move through solid objects as if they were difficult terrain. If you end your movement inside an object, you are shunted to the nearest unoccupied space, taking 1d10 force damage for every 5 feet you traveled.

Once you use this feature you must finish a short or long rest before you can use it again, unless you spend a spell slot of 2nd-level or higher to use this feature again.

When you reach 18th level in this class, you can use this feature each turn without expending a use or spell slot.

Sundering Strike (Level 15)

Beginning at 15th level, when you deal radiant damage to a creature, that creature cannot regain hit points or become incorporeal until the beginning of your next turn.

Sacrificial Offering (Level 20)

You can sacrifice your own vitality to resist the grasp of death. Upon reaching 20th level, when you would fall to 0 hit points but are not killed outright, you can expend one of your Hit Dice to drop to 1 hit point instead.

Oath of the Exorcist

Oath of the Exorcist (Level 3)

Since the dawn of time the mortal world has been plagued by the scourge that is undeath. As ancient as this threat itself, a Brotherhood of paladin's known as Exorcists, have protected the living from the dead. These warriors taint their soul with the foul magic of undeath, and once mastered, they use their dark power to drive back the darkness itself. Giving up any chance of a normal life, Exorcists work tirelessly to prevent the tide of undeath from overwhelming the living.

Tenets of the Exorcist

All those who swear this Oath and join the Brotherhood of Exorcists live their lives by a strict code of conduct:

Protect the Living

Life is a precious gift given to mortals. All life, especially the innocent, is to be protected at all costs.

Destroy Undeath

The foul monsters created by the dark magics of necromancy are a cruel mockery of life and must be hunted down and destroyed wherever they exist.

Selfless Vigil

Those who swear the Oath of the Exorcist renounce their rights to a normal life. They bear no titles or honors, inherit no lands, and have no family or children.

Channel Divinity

At 3rd level, you gain the following Channel Divinity options:

Sinister Insights

As an action, you can grasp your holy symbol to enhance your knowledge of undead creatures. For the next hour, you have advantage on any ability checks you make related to undead creatures or necromancy magic.

Warrior of the Dawn

You can draw forth radiant power from your soul to strike your foes. As a bonus action, you can touch your holy symbol and choose a creature within 30 feet. For the next minute, each time you hit that creature with a weapon attack, you deal an additional 1d4 radiant damage.

Oath Spells

You gain oath spells at the paladin levels listed.

Spectral Form (Level 7)

Beginning at 7th level, you can use a bonus action to enter a ghostlike state that lasts until the end of your turn. While in this state, you are resistant to all bludgeoning, piercing, and slashing damage, and you can move through solid objects as if they were difficult terrain. If you end your movement inside an object, you are shunted to the nearest unoccupied space, taking 1d10 force damage for every 5 feet you traveled.

Once you use this feature you must finish a short or long rest before you can use it again, unless you spend a spell slot of 2nd-level or higher to use this feature again.

When you reach 18th level in this class, you can use this feature each turn without expending a use or spell slot.

Sundering Strike (Level 15)

Beginning at 15th level, when you deal radiant damage to a creature, that creature cannot regain hit points or become incorporeal until the beginning of your next turn.

Sacrificial Offering (Level 20)

You can sacrifice your own vitality to resist the grasp of death. Upon reaching 20th level, when you would fall to 0 hit points but are not killed outright, you can expend one of your Hit Dice to drop to 1 hit point instead.

Oath of the Fiery Crusader

Oath of the Fiery Crusader (Level 3)

The fiery crusader is a paladin subclass infused with the intense flames and infernal powers of Hell. These paladins have made a pact with a powerful fire entity or harnessed the energy of the Infernal Realms to enhance their martial prowess. They wield fire-based abilities and channel their inner inferno to smite their enemies with burning fury.

Tenets of the Fiery Crusader

Flame's Embrace

The Fiery Crusader recognizes the power and beauty of fire, understanding its destructive nature as a force of renewal and purification. They seek to harness this element and wield it with discipline and purpose.

Infernal Resolve

The Fiery Crusader embraces the trials and challenges of the Infernal Realms, unyielding in the face of adversity. They draw strength from the fires that consume their enemies, using it to fuel their determination and resolve.

Burning Justice

The Fiery Crusader upholds the principles of justice and righteousness, striving to bring order to the chaotic realms of Hell. They see themselves as agents of divine retribution, punishing the wicked and protecting the innocent with the searing flames of justice.

Oath Spells

The following spells are added to the paladin spell list for Fiery Crusaders. In addition to the standard paladin spells, the Fiery Crusader gains access to the following spells at the specified levels:

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Infernal Retribution

As an action, you can channel the fiery essence within you, causing flames to erupt around you in a 10-foot radius. Each creature of your choice within this area must make a Dexterity saving throw or take fire damage equal to your paladin level + your Charisma modifier. On a successful save, they take half damage.

Flameforged Weapon

As a bonus action, you can imbue your weapon with intense flames. For the next minute, your weapon attacks deal an additional 1d8 fire damage, and any creature hit by your weapon attack must make a Constitution saving throw or be set ablaze, taking fire damage equal to your Charisma modifier at the start of their turn. The target can repeat the saving throw at the end of each of their turns to end the effect.

Aura of Fiery Vengeance (Level 7)

Starting at 7th level, your Aura of Protection now burns with a radiant heat. Whenever a creature within this aura's radius hits you with a melee attack, they take 1d6 + your Charisma modifier fire damage. Additionally you gain resistance to fire damage.

Hellfire Conduit (Level 15)

At 15th level, when you use your Divine Smite feature, you may choose to deal fire damage instead of radiant. If you do so, the bonus damage increases by an additional 1d8.

Infernal Ascendance (Level 20)

At 20th level, you can use your action to undergo a transformation, temporarily becoming a being of pure infernal power. For 1 minute, your size increases by one category, and your attacks are imbued with the intense flames of Hell. Your melee weapon attacks deal an additional 2d10 fire damage, and your Aura of Fiery Vengeance deals 3d6 additional fire damage to attackers. Once you use this feature, you must finish a long rest before you can use it again.

Oath of the Giving Grave

Antipaladin Class Features (Level 2)

A paladin on the path toward swearing the Oath of the Giving Grave manifests some class features differently from other paladins.

Unholy Smite

replaces Divine Smite

Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one paladin spell slot to deal necrotic damage, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each slot level higher than 1st, to a maximum of 5d8. The total damage increases by another 1d8 if the target is a celestial, a Good-aligned fey, or a Good-aligned dragon.

Improved Unholy Smite

replaces Improved Divine Smite

By 11th level, you are so suffused with Evil that all your melee weapon strikes cause necrotic damage. When you hit with a melee weapon, the target creature takes an extra 1d8 necrotic damage. lf you also use your Unholy Smite, this damage adds to the extra damage of the Unholy Smite.

Oath of the Giving Grave (Level 3)

The giving grave is more a philosophy than a formalized code. It appeals to warriors who value power above life, to would-be conquerors who balk at nothing when imposing their will on the weak, to warlords who seek to extend their reigns beyond the usual limit of a single lifetime, and, frankly, to psychotic killers who crave the stamp of divine approval on their bloodletting.

Tenets of the Giving Grave

Conquer Death

Immense power is needed to repair what's wrong with the world, and mortal beings' lives are too short to acquire that power and wield it effectively. Therefore, death itself must be overcome, and the only path beyond death is through the grave.

Serve Those Who Can Teach

To overcome death, one must serve and learn from those who have that knowledge, regardless of one's views about those entities. When they have no more to teach and no further aid to give, only then can the student's moral feelings come into play.

Brook No Opposition

Your vision for the world is correct, and the path to achieving it is narrow and treacherous. A single misstep could lead to disaster. Anyone who obstructs that path imperils the future and therefore deserves neither life nor mercy. This isn't cruelty; it's necessity. Where possible, those who fall can be redeemed by being made to serve your ambition after their deaths.

Honor the Gods of Death

Honor the gods who grant you power over life and death with devotion and sacrifice, so that they will aid you and look favorably on you as an instrument of their power, or even as an ally. Punish those who blaspheme against them.

Oath Spells

Oath of the Giving Grave Spells

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Overawe Enemy

As an action, you present your unholy symbol and utter a promise of horrors to come, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being stunned. Celestials and Good-aligned fey have disadvantage on the saving throw. On a failed save, the creature is stunned for 1 minute or until it takes any damage.

Mark of the Funeral Feast

As a bonus action, you can shout a command and indicate a creature you can see within 10 feet of you, using your Channel Divinity. All unintelligent undead below Challenge Rating 1 who are within sight of the creature become compelled to pursue and attack it. The effect ends in 1 minute or when the target creature drops to 0 hit points or falls unconscious. When the effect ends, the undead return to what they were doing before.

Aura of the Unrepentant (Level 7)

Starting at 7th level, you and allies within 10 feet of you can't be turned while you are conscious. At 18th level, the radius of this aura increases to 30 feet.

Tenacious Life (Level 15)

Starting at 15th level, you gain regeneration. If you start your turn with fewer than half of your maximum hit points, you regain 5 hit points. If you take fire or radiant damage, this trait doesn't function at the start of your next turn.

Undying Sentinel (Level 20)

At 20th level, you gain magic resistance; you have advantage on saving throws against spells and other magical effects. In addition, if you are killed, you rise from the grave within 1d4 days as a death knight. Consult your GM for implementation.

Oath of the Goodest Boi

Oath of the Goodest Boi (Level 3)

Few paths are as demanding as the oath of these dauntless doggos, for they walk not just the path of being good, but being the goodest. These are no man's second best friend, but man's best friend itself, in the fur. They allow no evil to go unbarked, no stick to go unfetched, and no tail to go unwagged.

This prestigious path is so precarious that only a doggo could hope to tread it, though the forms of the doggo are many, from your everyday goodest bois working hard to do their best, to perhaps more erudite awakened doggos, or even demigods in doggo form.

Tenets of the Goodest Boi

Every goodest boi that follows these paths adheres to certain standards, the goodest of standards.

  • Be Good

    Do the goodest thing.

  • Be Happy

    The world is just a tail wag from happiness.

  • Be Diligent

    Leave no stick to go unfetched.

  • Be Friendly

    Never pass up a treat or a headscritch.

  • Be Vigilant

    Bark the evil away.

Oath Spells

You gain the following spells at the following levels:

Goodest Boi Oath Spells

Paladins of this oath can cast their oath spells without material components, and can replace any verbal or somatic components with a series of barks, tail wags, and prancing patterns known only to their goodest order.

Channel Divinity

When you take this oath at 3rd level, you gain the following Channel Divinity option.

Bark the Evil

As an action, you can unleash a ferocious storm of holy barks to drive away evil. All non-allied creatures within 30 feet of you and that can see or hear you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 round or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

If the creature is on your property, it has disadvantage on the saving throw.

Therapy Doggo (Level 7)

Beginning at 7th level, your presence can heal the mind, body, and soul. When you restore at least 5 hit points to a creature with Lay on Paws it automatically removes the Frightened, Paralyzed, or Poisoned condition, and makes that creature immune to those effects for 1 minute.

Unwavering Loyalty (Level 15)

Starting at 15th level, if you would drop to zero hit points while at least one allied creature that has called you a "good boi" within the last 24 hours is within 60 feet, you can make a Charisma saving throw with a DC equal to the amount of damage taken over your current hit points minus the number of qualifying allies in range. On success, you are instead dropped to 1 hit point.

My Yard (Level 20)

At 20th level, you can establish the holy domain of your yard wherever it is needed. As an action, you can unleash a profound bark claiming the area within 500 feet of you as your territory for 1 minute, with the following effects while within your territory:

  • You can perform your Bark the Evil Channel Divinity as a bonus action without expending the feature, but once a creature passes their save against it, they are immune to effect for 24 hours.

  • Your movement speed and jumping distance is doubled, and you have advantage on attack rolls.

  • Allied creatures have advantage on Saving Throws against becoming frightened.

Oath of the Grave

Oath of the Grave (Level 3)

The Oath of the Grave is a seldom practised tradition, most commonly reserved for the followers of the Raven Queen. Sometimes called winter knights, black knights, or grave knights, these paladins serve as protectors of the sacred passings into the afterlife. They constantly struggle against the forces of undeath, as they see them as the most unholy abominations that blight this land. They adorn themselves with images of death and winter - skulls, ravens, or similar symbols of their patron gods.

Tenets of the Grave

(3rd-level Oath of the Grave feature)

The tenets of the Oath of the grave have been passed down for generations. This oath emphasizes the passing between the warmth of life to the everlasting cold of death, and punishes those that defile this passing with the unholy raising of undead.

Annihilate the Unholy

The undead and those who foster them are unholy and wicked. Destroy them before they defile more than they have already.

Preserve the Righteous

Death should not come early to those who have led a blessed life. Preserve the righteous, so they may live on without fear.

Let Souls Pass On

Every soul deserves its place in the afterlife. When you see a creature forced into undeath, let its soul go free.

Accept Death

Death comes to all eventually. Accept it, and you will find a place in the afterlife.

Oath Spells

(3rd-level Oath of the Grave feature)

You gain oath spells at the paladin levels listed.

Channel Divinity

(3rd-level Oath of the Grave feature)

When you take this oath at 3rd level, you gain the following two Channel Divinity Options.

Icy Repose

As an action, you present your holy symbol and speak a prayer against undead, using your Channel Divinity. Each undead taht can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creatures fails its saving throw, it takes cold damage equal to your plaadin level, and is frozen for 1 minute or until it takes damage again.

A frozen creature is affected by the petrified condition until the frozen effect ends, at which point the creature is freed and able to act normally.

Restbringer

As action, you can imbue one weapon that you are holding with necrotic energy, using your Channel Divinity. For 1 minute, you add 1 + your Charisma modifier necrotic damage (minimum 1) to your damage rolls made with that weapon. Additionally, hitting a target with the weapon marks them until the end of your next turn. A marked target can't regain hit points, and if it dies while marked, it can't become undead.

You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.

Aura of Preservation (Level 7)

(7th-level Oath of the Grave feature)

Starting at 7th level, you and friendly creatures within 10 feet of you have resistance to necrotic damage, and cannot be charmed, frightened, or possessed by undead creatures.

At 18th level, the range of this aura increases to 30 feet.

Soul of Demise (Level 15)

(15th-level Oath of the Grave feature)

By 15th level, your Restbringer feature has become far more powerful. The duration of Restbringer increases to 10 minutes, and any creature marked by the feature has their speed reduced by 10 feet. Additionally, if a marked creature dies, that creature can't be raised from the dead for the next 30 days, outside of using a wish spell.

Reaper of Winter (Level 20)

(20th-level Oath of the Grave feature)

At 20th level, as an action, you can surround yourself with a deathly chill. For 1 minute, swirls of chilling wind surround you in a 30 foot radius.

Whenever an enemy creature starts its turn in the area, the creature takes 10 cold damage and their movement speed is reduced by 10 feet until the start of their next turn.

In addition, whenever a creature dies within the area, you gain 20 temporary hit points.

Once you use this feature, you can't use it again until you finish a long rest.

Oath of the Grim Hunt

Oath of the Grim Hunt (Level 3)

The Oath of the grim hunt is a calling that requires its followers to seek out and destroy the many evils the stalk the mortal realms. Often called Grim knights, or Knight Slayers, these hunters dedicate themselves, body and soul, to hunting down the monstrous, the wicked, and the mutated, destroying them with a burning, merciless prejudice.

Tenets of the Grim Hunt

A paladin who takes the Oath of the Grim Hunt has the following tenets to uphold, even if the exact wording will vary.

Kill the monster, burn the cult

Seek and destroy the monsters that seek to feast on the woes of mortals, and end the lives of their mortal followers.

Defy the dark ones

Evil persists because it lays seeds. Destroy the foundations of the dark gods power and wipe their names from the histories.

Be ever prepared

Your enemy never rests, but you must never be unable to answer the call. Abstain from drink, and gluttony. Keep your body strong, and your will unbreakable.

No mercy for the wicked

Your enemies lack empathy and mercy. Have none and show them none.

Oath Spells

You gain oath spells at the paladin levels listed.

Channel Divinity: Hunt's End

Whenever you hit a creature with a melee attack, and use your divine smite feature, you can use your Channel Divinity to increase the damage dice of the smite to d10's instead of a d8's. If the target is an aberration, fiend, undead, or monstrosity, the die increases to a d12.

You can then re-roll any of the damage dice once.

Channel Divinity: Merciless Crippling

As an action, you can use your channel divinity to horribly cripple a creature with divine power. Choose a creature within 60ft of you. They must succeed on a wisdom saving throw or have their flying and burrowing speeds are reduced to 0, and their movement speed halved for one minute.

Beacon of Cleansing (Level 7)

Beginning at 7th level, whenever you or a friendly creature within 10 feet of you is under the effects of a spell or other effect that allows it to repeat a saving throw at the end of each of its turns, it can repeat the saving throw at the start of its turn instead, possibly ending the effect early.

At 18th level, the range of this aura increases to 30 feet.

The Living Inevitable (Level 15)

Starting at 15th level, You can no longer be charmed or paralyzed, and you can't be sensed or scryed upon by divination magics unless you want to be.

Divine Monstrosity (Level 20)

At 20th level, you can can take the form of a divine monster for one minute as if under the effects of the shapechange spell. The divine monster has the same statistics as a Planetar (MM 17), though it lacks the Innate Spellcasting and Healing Touch traits. You choose what this form looks like, and the form cannot be dispelled by magic.

Additionally, while transformed, you radiate an aura of menace while you're not incapacitated. The aura extends 30 feet from you in every direction, but not through total cover. Hostile creatures within the aura can't regain hit points, and lose resistance to any damage types.

Once you use this feature, you can't do so again until you finish a long rest.

Oath of the Guardian

Oath of the Guardian (Level 3)

A paladin who takes the Oath of the Guardian is sworn to defend the community. Taking the mantle of a guardian is a solemn vow to place the needs of the many before the needs of yourself and requires constant vigilance.

Tenets of the Guardian

When you take this oath, you always do so with a particular group, town, region, or government in mind, pledging to protect them.

Encourage Prosperity

You must work hard to bring joy and prosperity to all around you.

Preserve Order

Order must be protected and preserved for all to enjoy. You must work to keep treasured people, objects, and communities safe.

Decisive Action

Threats to peaceful life are often nefarious and subtle. The actions you take to combat such threats should not be.

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of the Guardian Spells table. See the Sacred Oath class feature for how oath spells work.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.See the Sacred Oath class feature for how Channel Divinity works.

Inspired Leadership

You can use your Channel Divinity to inspire your allies with your faith. As an action, you can choose a number of creatures you can see within 30 feet of you equal to your Charisma modifier (minimum of one). For 1 minute, each target has advantage on Strength, Constitution, and Charisma saving throws.

Turn the Wild

As an action, you can cause wild creatures to flee from your presence using your Channel Divinity. Each creature within 30 feet of you with an Intelligence score of 4 or less that can see or hear you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can only use the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

Aura of Awareness (Level 7)

Starting at 7th level, allies around you are more alert and ready to act. You and friendly creatures within 10 feet of you have advantage on initiative rolls. In addition, you and any of your companions within 10 feet of you can't be surprised except when incapacitated. When you reach 18th level in this class, the range of this aura increases to 30 feet.

Hold the Line (Level 15)

At 15th level, you can turn an ally's success into an opportunity. When a friendly creature you can see within 20 feet of you is forced to make a saving throw, you can use your reaction to grant a bonus equal to your Charisma modifier (minimum of +1) to the target's saving throw. If the saving throw is successful, the target can make one weapon attack against the attacker as a reaction, provided the attacker is within the weapon's range.

You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Band of Heroes (Level 20)

At 20th level, you can charge your allies with divine heroism. As an action, you can choose a number of creatures you can see equal to your proficiency bonus, which can include yourself. Each target gains the following benefits for 1 minute:

  • The target is cured of all disease and poison and can't be frightened or poisoned.

  • The target has advantage on Wisdom and Constitution saving throws.

  • The target gains temporary hit points equal to your level.

Once you use this feature, you can't use it again until you finish a long rest.

Oath of the Harvest

Oath of the Harvest (Level 3)

The Oath of the Harvest attracts paladins who wish to nourish and heal the world. Often found on aid missions to war-torn lands, such paladins resort to harm only as a means of preventing further suffering. Paladins who swear this oath are more likely than not to heal, feed, and nuture a wounded foe, provided the defeated creature gives its word of honour that it will cease its nefarious activities. They are no fools, however. Typically versed in religion and medicine, these paladins are unlikely to believe the word of creatures inherently inclined to lie, or those that have previously broken their word.

Tenets of the Harvest

The tenets of the Oath of the Harvest inspire their followers to seek out potential harm and quell it before it blossoms.

Share Your Meal

Your powers are a gift to be shared; if someone is in need, you must use your power to meet those needs. To eat your fill while another goes hungry is selfish.

Nurture Over Cure

Act in the greatest interest of the many. Find ways to prevent harm before it must be healed.

Permit Prosperity

Whether in matters of love, politics, or war, always give your antagonist the opportunity to change and redeem themselves before casting a fatal judgment. A good meal can serve as the backdrop to such events.

Oath Tools

Always keen to fortify others with flavourful food, you've spent hours slicing, dicing, and cooking. You gain proficiency with cook's utensils.

Oath Spells

You gain the oath spells at the paladin levels listed in the Oath of the Harvest Spells table See the Sacred Oath class feature for how oath spells work.

Channel Divinity: Vow of Sustenance

As a bonus action, you can place a ward around one creature you can see within 60 feet of you When you use this bonus action, and at the start of each of its turns for the next minute, the creature gains temporary hit points equal to twice your Charisma modifier (minimum 2).

Channel Divinity: Share Vitality

As a bonus action, you can take any amount of necrotic damage up to your current number of hit points, which can't be reduced in any way Up to four creatures you can see within 30 feet of you regain hit points equal to half the necrotic damage taken.

Aura of Rejuvenation (Level 7)

You emanate an aura that increases the potency of magical healing and hearty meals Whenever a creature of your choice within 10 feet of you regains hit points from a spell, potion, magical effect, or food, it regains an additional 1d6 hit points*.

When a creature rolls one or more Hit Dice to regain hit points during a short rest, it regains 1 additional hit point for each Hit Dice expended in this way, so long as it spends the majority of the short rest within 10 feet of you.

When you reach 18th level in this class, the range of the aura increases to 30 feet

Lay on Hands & Magic

The paladin's Lay on Hands feature is neither a spell nor a magical effect, thus it does not trigger the bonus healing from the Aura of Rejuvenation.

Host of Heroes (Level 15)

Over the course of an hour (which can be done during a short rest), you can magically create a delicious feast for you and up to nine other creatures, using 25 gp of rare spices and 25 gp of diamond dust Once consumed, a creature that partakes of the feast gains the following benefits for the next 8 hours:

  • The creature has advantage on Constitution saving throws.

  • The creature has resistance to poison damage.

  • The creature is immune to the frightened condition.

  • The creature gains 2d10 temporary hit points.

After you use this feature, you can't do so again until you finish a long rest.

Avatar of Nourishment (Level 20)

As a bonus action, you become a wellspring of lifeforce, gaining the following benefits for the next minute:

  • At the start of each of your turns, each creature of your choice within 30 feet of you (including you) regains hit points equal to your Charisma modifier (minimum 1) and gains temporary hit points equal to your Charisma modifier (minimum of 1).

  • As bonus action, you can cast the revivify spell without having it prepared and without expending a spell slot (material components are still required).

  • Whenever a creature within 30 feet of you takes damage, you can use your reaction to grant the creature resistance to that damage.

After you use this feature, you can't do so again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.

Oath of the Hearth

Oath of the Hearth (Level 3)

The Oath of the Hearth originates from the city of the same name, whose tragic downfall has been all but lost to history over centuries. These paladins swore an oath to protect this tropical, sunlit city in the name of their celestial guardians. Until the end, they fulfilled their oaths. You may swear this oath because you have an age-old connection to the city through your bloodline, or may have established a connection to the city's principles through stories or interaction with a related celestial being. Regardless of your reasons for taking it, those that swear this oath adorn their armor with symbols of community, fire, and the sun to reflect their commitment to the city and the lives that were led there.

Tenets of the Hearth

The tenets of the Oath of the Hearth are linked directly to the once-flourishing city of the oath's origin. The culture was vibrant and open, and thrived under the tropical sun in the Elsath Jungle. They were supportive of children's imagination and new ideas, and as a community would rush to foster good creativity. With new ideas came progress and prosperity, and with each new generation, the future always looked brighter. The core principles of this oath are devoted to supporting the weak, developing community, and destroying the evils that would seek to harm them.

Shield the Embers

Protect those that can't defend themselves. Every ember is a fount of possibility and strength.

Feed the Fire

Keep the fires of passion burning. New ideas light the way to progress and salvation.

Share the Warmth

Offer guidance and kindness to those that need it. Respite and rest are always free to give.

Burn Away Evil

Turn those that would harm the innocent or douse the peoples' flames to ash.

Oath of the Hearth Spells

You gain oath spells at the paladin levels listed.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Burning Weapon

As a bonus action, you can ignite one weapon that you're holding with fiery energy using your Channel Divinity. For 1 minute, you deal extra fire damage with that weapon equal to your Charisma modifier (minimum 1). The weapon also emits bright light in a 20-foot radius and dim light for an additional 20 feet. If the weapon is not already magical, it becomes magical for the duration.

You can end this effect on your turn (no action required). If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.

Warming Respite

Your Channel Divinity can enhance the healing powers of a good rest. When you or any friendly creatures who can see you finish a short rest, you can use your Channel Divinity to grant each of those creatures a number of temporary hit points equal to your paladin level.

Aura of Warmth (Level 7)

Starting at 7th level, you and friendly creatures within 10 feet of you have resistance to cold and fire damage while you are conscious.

At 18th level, the range of this aura increases to 30 feet.

Insulating Ward (Level 15)

Beginning at 15th level, whenever you expend a spell slot, you and friendly creatures within your Aura of Warmth gain a number of temporary hit points equal to the spell slot's level + your Charisma modifier.

Burning Spirit (Level 20)

At 20th level, as an action, you can magically ignite yourself to embody your fiery soul for 1 minute. These flames are harmless to you and cast bright light in a 40-foot radius and dim light for an additional 40 feet. The flames invigorate you, giving you 10 temporary hit points at the start of each of your turns. While in this form, you become more lithe and fluid in your movements, increasing your speed by 10 feet and allowing you to move through and enter a hostile creature's space and stop there.

Hostile creatures are hurt by these flames as punishment for their transgressions. A hostile creature takes fire damage equal to twice your Charisma modifier (minimum of 1) whenever it touches you, hits you with a melee attack, or whenever you enter its space for the first time on your turn.

Once you use this feature, you can't use it again until you finish a long rest.

Oath of the Hearth

Oath of the Hearth (Level 3)

Paladins who swear the Oath of the Hearth endeavor to extend the comforts of home to others, by allaying the rigors of travel or simply assuring those who grow despondent of the possibility of returning home. Ironically, paladins who follow this oath remain far from home in pursuit of their goals. Their oath reflects the welcoming warmth and light provided by the hearth, and paladins following the oath use these elements to turn away the cold or defeat enemies who employ cold as weapons.

Tenets of the Hearth

Paladins who take the Oath of the Hearth accommodate all creatures and attempt to find diplomatic solutions to conflicts. Once engaged in battle, though, these paladins fight until they defeat their enemies, or their enemies surrender. They rarely extend this peaceful stance to creatures who attack with cold or desire to spread cold conditions beyond natural confines.

Bastion of Peace

Reach out the hand of friendship when encountering strangers, and advocate for peace at the outset of any meeting. Encourage your companions to do likewise. When it becomes clear your opponents wish for violence, don't shrink away from combat.

Beacon in the Dark

When winter comes and the nights increasingly lengthen, shine a welcoming light to which all people can rally. No creature shall prey on others under the cover of darkness while you are there.

Hospitality of Home

Provide the comforts of home to those who meet with you peacefully. Respect others' cultures and traditions, provided they don't espouse aggression and violence toward others.

Protection from the Elements

Ensure all people have shelter from the weather. Help during spring flooding, wintry blizzards, and when the blistering sun threatens heatstroke in the summer.

Repel the Cold

Strive against foes that seek to bring eternal winter to the world or expand their icy domains into warmer climates. Understand the necessity of the changing of seasons and seek to banish only cold that is abnormal.

Divine Sense

In addition to knowing the location of any celestial, fiend, or undead, your Divine Sense feature allows you to know the location of any cold creature within 60 feet of you that is not behind total cover.

Defining Cold Creatures

The oath of the hearth references "cold" creatures for some of its features. The most straightforward definition applies to creatures that deal cold damage with their attacks and other actions. However, this also could apply to creatures with vulnerability to fire damage, or resistance or immunity to cold damage, and creatures that use spells and other abilities that inflict cold damage or call forth non-damaging, wintry elements (such as the sleet storm spell).

Fiery Smite

When you use your Divine Smite feature, you can choose for the extra damage you deal to be fire or radiant, and the extra damage increases to 1d8 only if the target is an undead or a cold creature.

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of the Hearth Spells table. See the Sacred Oath class feature for how oath spells work.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.See the Sacred Oath class feature for how Channel Divinity works.

Cease Hostility

As an action, you can use your Channel Divinity and speak soothing words. For 1 minute, each creature within 60 feet of you that can see or hear you must succeed on a Charisma saving throw to attack another creature. A creature hostile to you has disadvantage on the saving throw. This effect ends on a creature if it is attacked or harmed by a spell.

Turn Boreal Creatures

As an action, you can use your Channel Divinity and speak a prayer against unnatural cold. Each cold creature within 30 feet of you and that can see or hear you must succeed on a Wisdom saving throw or be turned for 1 minute or until it takes damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can only use the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

Aura of the Hearth (Level 7)

Beginning at 7th level, you and friendly creatures within 10 feet of you have advantage on saving throws against spells and effects that deal cold damage. If such a creature succeeds on a saving throw against a spell or effect that allows the creature to take only half the cold damage on a successful save, the creature instead takes no damage. In addition, you and friendly creatures within 10 feet of you have advantage on saving throws against the long-term effects of exposure to cold weather. When you reach 18th level in this class, the range of this aura increases to 30 feet.

Icewalker (Level 15)

Starting at 15th level, you have resistance to cold damage, and you can't be restrained or petrified by cold or ice. In addition, you can move across and climb icy surfaces without needing to make an ability check, and Difficult terrain composed of ice or snow doesn't cost you extra movement.

Roaring Fire (Level 20)

At 20th level, you can take on the aspects of a healthy, tended fire, radiating heat and light. For 1 minute, you gain the following benefits:

  • You shed bright light in a 20-foot radius and dim light for an additional 20 feet.

  • Whenever a cold creature starts its turn within 20 feet of you, the creature takes 2d8 fire damage, which ignores resistance and immunity to fire damage.

  • Whenever you cast a paladin spell that deals fire damage and has a casting time of 1 action, you can cast it as a bonus action instead.

  • Your weapon attacks deal an extra 1d6 fire damage on a hit. If you deal fire damage to a cold creature, it must succeed on a Wisdom saving throw or become frightened of you for 1 minute, or until it takes any damage.

Once you use this feature, you can't use it again until you finish a long rest.

Oath of the Hospitalier

Oath of the Hospitalier (Level 3)

Tenets of the Hospitalier

Defend the Weak

Help those who are unable to help themselves. Protect the poor, the elderly, and all children no matter their race.

Safeguard the Roads

Travel far, and beyond your borders to bring hope to new lands, and provide armed escort to fellow travelers and pilgrims so they may reach their destinations in safety.

Restore the Body

Take every opportunity to tend to the sick and injured. Provide humanitarian support to communities in dire need.

Galvanize the Spirit

Council those suffering from grief, anger, and anxiety.

Oath Spells

You gain oath spells at the paladin levels listed.

Channel Divinity: Invigorating Strike

As an action, you can imbue your strikes with positive energy that heals you and your allies, using your Channel Divinity. For one minute, your melee attacks are considered to be magical and whenever you hit an enemy with a melee attack, you or an ally within 60 feet of you regains hit points equal to 1d6 + your Charisma modifier.

Channel Divinity: Shield the Weak

As an action, you can swear a magical vow to protect an injured ally, using your Channel Divinity. Choose a creature other than yourself that has less than their maximum hit point total. For one minute, any hostile creature within 60 feet that can see or hear you has disadvantage on all attack rolls against that target, and the target has advantage on all saving throws against spells and abilities originating from those creatures. This effect ends if the target is restored to full hit points or if you can no longer perceive any creatures that are hostile to the target.

Aura of Care (Level 7)

Starting at 7th level, you and friendly creatures within 10 feet of you gain resistance to poison and necrotic damage, and treat any effects of exhaustion as 1 lower (a 7th level still causes death). At 18th level, the range of this aura increases to 30 feet.

Rejuvenating Hands (Level 15)

At 15th level, you add an additional 25 points to your Lay on Hands pool. When you expend 5 points from your pool of healing to cure diseases, you also remove one level of exhaustion.

Knight Protector (Level 20)

At 20th level, a ghost-like translucent full plate armor appears around your body and radiates an aura that protects your allies from harm. When you use your action to activate this feature, for 1 hour, a soft glow emanates from you, shedding bright light from you in a 10-foot radius and dim light for a 30-foot radius. While the light shines, you gain the following benefits:

  • You and your allies within 30 feet are immune to being blinded, charmed, deafened and have advantage on saving throws to avoid being paralyzed, petrified, poisoned, or stunned. On any of these conditions which you or your allies are immune to, immediately end when you activate the ability.

  • You and allies within 30 feet of you also have advantage to death saving throws.

Once you use this feature, you can't use it again until you finish a long rest.

Oath of the Kell Knight

Oath of the Kell Knight (Level 3)

The legendary Daughters of Sora Kell occasionally choose champions, marked by a specific brand. Though their influence nearly equals that of the Droaamish warlords, more often than not, the Knights of Kell are bound only to the service of these enigmatic hag queens. Natives of Droaam recognize the brand of a Kell Knight, but elsewhere in the world, the Mark of Kell draws indifference or passing curiosity. As knights continue in service, the rewards gifted by their patrons increase exponentially, but few survive long enough to see the pinnacle of their knighthood due to their bizarre and dangerous missions.

Although most Kell Knights are in Droaam, they can be found across the Five Nations, serving the interests of the Daughters. Sora Teraza has been known to recruit servitors via their dreams, and these dream-bound knights can be found anywhere.

Tenets of the Kell Knight

Emissaries of the enigmatic Queens of Droaam adhere to the Rule of Three. This oath places importance on power, whether it be physical or mental. The tenets are said to be ideals held by the Night Mother herself.

By Hook

Your actions should import your mission's weight. Callous cruelty is unnecessary, but everyone must know their place. Respect the chain of command and assert your authority.

By Crook

A fool is friend to many, but used by all. Guile and deception are at your disposal to complete your objectives. A competent knight always has a plan.

By Book

Knowledge is a universal commodity. Whether it be advantage over your foes or long-kept secrets, you always strive to learn and to share that information—for a price.

Oath Spells

You gain oath spells at the paladin levels listed.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Katra's Voice

You can use your Channel Divinity to augment your presence with fey power. As a bonus action, you grant yourself a +5 bonus to Charisma (Deception) checks for the next 10 minutes.

Maenya's Fist

You can use your Channel Divinity to change a near-miss into a devastating strike. When you roll a melee weapon attack that misses, you can use your reaction to treat the roll as if it had hit instead, adding your Charisma modifier to the damage roll (minimum of +1).

Mark of Kell

At 3rd level, you are magically branded with a symbol of the Daughter's authority: a rough, craggy mountain with a field of stars above, and a river and blade beneath. You gain the following benefits:

  • When dealing with any native of Droaam or creature that recognizes and acknowledge the power of the Daughters of Sora Kell, whenever you make a Charisma (Intimidate or Persuasion) to convince the creature of your authority, treat a roll of 7 or lower on the d20 as an 8.

  • You serve no whims of divine entities. Your Divine Smite and Improved Divine Smite class features deal force damage instead of radiant.

  • You learn to speak, read, and write Giant.

Witchward (Level 7)

Starting at 7th level, your hag-granted power protects you and your allies from the spells of your foes. You and friendly creatures within 10 feet of you have advantage on Intelligence, Wisdom, and Charisma saving throws against magic.

At 18th level, the range of this aura increases to 30 feet.

Hagskin (Level 15)

At 15th level, your years of long service have strengthened your skin, making you resistant to physical blows. Bludgeoning, piercing, and slashing damage that you take from weapons is reduced by a number of points equal to your Charisma modifier (minimum of 1).

Teraza's Insight (Level 20)

At 20th level, you gain the ability to temporarily channel Sora Tereza's precognition. As an action, you tap into the visions that she grants you, gaining the following benefits for 1 hour:

  • You can't be surprised, and add your Charisma modifier to initiative checks.

  • You gain advantage on all ability checks, attack rolls, and saving throws.

  • Your melee attacks deal an extra 1d8 force damage, and any creature that you damage with a melee attack becomes cursed. While cursed, any time the creature would regain hit points, it regains half that number instead. The curse lasts until removed by the remove curse spell or similar magic.

Once you use this feature, you can't use it again until you finish a long rest.

Oath of the Leylines

Oath of the Leylines (Level 3)

The Oath of the Leylines is one that has formed recently, upon the turn of the era, and was a key part in several international, political and other talks regarding the rifts. Sometimes they are called "Elemental Knights", "Knights of Energies," or even "Wizard Knights." They see themselves as protectors of the leylines, as well as their primary studiers, collectors and explorers. It is thanks to them that most of The Catactlysm's effects have not entirely been stamped out by civilized life.

Tenets of the Leylines

The tennants of the Oath of the Leylines have evolved through the Era of Ruin, but have all culminated into the ones listed below.

To Harness, To Share

Harness the energies. Share your knowledge with others.

To Protect, To Ensure

Protect the energies. Ensure their existence.

To Study, To Grow

Study the energies. Grow your understanding.

To Predict. To Prevent

Predict the energies. Prevent grievances and tragedies.

Oath Spells

You gain oath spells at the paladin levels listed.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Sight of the Leys

As an action, you can present your paladin symbol and apply a lense in which to see the energies flowing within others. Choose a number of creatures equal to your Charisma modifier and learn any resistances or weaknesses to any of the following energies; poison, acid, fire, cold, lightning, thunder or force.

Lore of the Ley

You have spent many years reciting forgotten lore of the world, granting you unique bonuses. As an action, you can present your paladin symbol and recite a paladinistic prayer. For the next hour, you gain a bonus equal to your proficiency bonus to Arcana, History, and Persuasion checks.

Aura of the Ley (Level 7)

Starting at 7th level, you can shield others from the energies of the world. At the completion of a short rest, you can choose any one of the following energies; poison, acid, fire, cold, lightning, thunder or force. All friendly creatures within 30 feet of you take a number of less damage equal to your proficiency bonus from the chosen energy.

Starting at 18th level you may choose 2 types of energies instead of one.

Protection of the Ley (Level 15)

Starting at the 15th level, you can take the energies of the world and direct them at your enemies. Whenever a hostile creature enters or starts its turn within 5 feet of you, you deal damage equal to your proficiency bonus in the same chosen energy as you chose for Aura of the Ley. Whenever you reach 18th level, you may choose which of the two aura types, as part of your Aura of the Ley, you have active.

Leyed Champion (Level 20)

Starting at the 20th level, as an action, you can enter a leyed form for 1 minute. Crystals grow from your skin and armor. Your weapon turns crystalized, as well as being one with the ley lines. You gain the following benefits.

  • Your weapon gains a +1 bonus to attack and damage rolls, as well as dealing 1d6 damage of both of your chosen Aura of the Ley energies. The +1 bonus to attack and damage rolls can stack ontop of other benefits.

  • You gain resistance to both of your chosen energies as part of your Aura of the Ley.

  • You can use the spell Absorb Elements as a free action, and without expending a spell slot.

Once you use this feature, you can't use it again until you finish a long rest.

Oath of the Midnight Hour

Oath of the Midnight Hour (Level 3)

Shrouded in a cloak dark as pitch, a female halfling skulks through the night, hiding in the shadows of a sleeping city. She clutches a crescent-moon amulet strung around her neck and exudes a whispering sigh. The halfling's blackened chain link armor makes not a sound, and she skirts undetected past a trio of patrolling guards with preternatural ease.

A human woman wearing heavy black armor and a mantle adorned with the head of a raven holds her ground against a cadre of skeletal warriors. Silhouetted by the light of a full moon, she flourishes her cloak and instantly vanishes before her attackers. Reappearing behind the undead, the skeletons stagger blindly as a rain of silver-burning smites fall amongst them.

As he springs away from his pursuers, a male tiefling in dusky leather armor grasps an ornamental spiked chain bound around his wrist. Tendrils of darkness seep from his fingers, swimming out to blind and engulf his foes.

The Oath of the Midnight Hour is a pledge to serve as the weapon of a dark patron that eschews the light of day. This patron can be of any alignment or agenda, and it is said the first paladins to swear this Oath swore it to the night itself, to defend night travelers from those that would prey on them. Paladins that take this oath are most frequently known as night-watchers, shadowguards, or darksworn.

Most paladins that pledge this Oath are lawful and loyal to the decrees of their patron, be their patron god or monster. Chaotic paladins of this oath do exist, however, and occasionally find themselves at odds with their own master, struggling for freedom or redemption against the very force they swore to obey. For their part, particularly evil patrons with ties to undeath (such as Strahd, Vecna, or Tenebrous) may visit mortals on the verge of dying and require that they undertake this Oath of service to continue living. Good and neutral patrons often merely have the paladin swear this Oath at midnight under a portentous lunar auspice (usually a new, full, crescent, or blood moon) before they enter service.

Paladins of the Midnight Hour universally wear shades of dark brown, grey, and black, and are equally at home in leathers as they are in mail or plate. Always a foreboding sight, even good-aligned paladins of this Oath sometimes find themselves the target of fear, suspicion, and prejudice from those afraid of what they represent.

Tenets of the Midnight Hour

The following virtues are common amongst those that take this Oath, though the entity to whom a paladin swears fealty (or an organization representing that entity) may alter these vows in subtle and significant ways. These entities often have their own, specific vows, which you may determine with your DM or roll for on the Midnight Directive table.

Obfuscation

Whether your deeds be noble or nefarious, very little good comes from drawing undue attention to oneself. Rarely let your name or face be known; those that remain unrecognized live to fight another day.

Calculation

Stumbling into a situation without a clear idea of how to proceed is a particularly poor way to die. Plan thoroughly for all contingencies, but do not be afraid to modify your plans on the fly, should the situation change.

Silence

Belongings, personal and professional, are sacred, and may never be deprived from their owners without a specific business agreement. Those who forcibly separate individuals from their belongings through theft or swindling demand retribution. and the owner's restitution.

Loyalty

Whether you see those at your side as allies or mere assets, their utility and aid cannot be ignored. Look after them, assist them in their struggles, and make sure they profit from your presence just as much as you profit from theirs.

Midnight Directive
1d8Additional ViewPotential Entity

1

Funeration

Slay the undead wherever you may find them, and put their corpses to rest.

The Raven Queen

2

Confidentiality

Collect dangerous secrets and protect them with your life.

Vecna

3

Opportunism

Always strike at the most advantageous moment, regardless of honor.

Strahd von Zarovich

4

Spite

Utterly destroy (not just kill) those that threaten your faith.

Lolth

5

Liberation

Free all prisoners and take no captives.

Torog

6

Accumulation

Acquire and defend objects of great power.

Tenebrous

7

Deceit

Achieve your ends by tricking and deceiving lesser mortals.

The Queen of Air and Darkness

8

Requiem

Render aid to those at their life's end.

Sehanine

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of the Midnight Hour table. See the Sacred Oath class feature for how oath spells work.

Oath of the Midnight Hour Spells
Paladin LevelSpells

3rd

disguise self, dissonant whispers

5th

darkness, silence

9th

blink, fear

13th

arcane eye, Evard's black tentacles

17th

mislead, modify memory

Channel Divinity: Shadowblade

When you have advantage on an attack against an enemy, hit with that attack, and use your Divine Smite feature, you may also whisper a silent blessing and use your Channel Divinity, empowering your weapon with dreadful shadow energy. If you do, your Divine Smite deals 2d8 additional damage, and all damage caused by Divine Smite for this attack becomes either psychic or necrotic damage (your choice). This additional damage increases to 3d8 at 6th level, 4d8 at 10th, 5d8 at 14th, and 6d8 at 18th.

Channel Divinity: Nightcloak

As an action you present a holy symbol, begin concentrating and use your Channel Divinity, weaving your umbral power around you to hide yourself from view. For up to an hour or until you break concentration (as if you were concentrating on a spell), attack, or cast a spell, you are invisible and your armor does not give you disadvantage on Dexterity (Stealth) checks. You are also completely silent and incapable of making noise while under your Nightcloak, and are thus unable to communicate unless you possess telepathy or similar.

Midnight Blessing (Level 7)

Beginning at 7th level, the darkness grants you a boon, which you may pass on to those around you. For you and creatures you choose within 10 feet of you, armor does not impose disadvantage on Dexterity (Stealth) checks, and creatures within this radius gain darkvision out to 60 feet or increase the distance of their current darkvision by 60 feet. Further, any affected creature within the radius may noiselessly whisper a message that may be heard clearly and at full volume only by other affected creatures within the radius. This benefit may allow you to be heard while under the effects of your Nightcloak.

At 18th level, the radius of this ability increases to 30 feet.

Umbral Jaunt (Level 15)

Starting at 15th level, you can slide through darkness to strike in retribution at those who threaten your allies. When a creature within 30 feet of you makes an attack against you or a creature friendly to you, you may use your reaction to teleport yourself through your own shadow to a point within 5 feet of the attacking creature. You may then make one attack against the creature, resolving it after the creature resolves its attacks. This ability may also trigger if the attacking creature is up to 60 feet away, if the creature is standing in an area of dim light or darkness.

Once you use this ability, you require a short or long rest to use it again.

Living Nightmare (Level 20)

At 20th level, you grow ever closer to becoming one with the night. As an action on your turn, you can allow the shadow energy within you to overtake your physical form, transforming you into a shifting, pitch dark vaguely humanoid horror, appearing to those that may see you as an embodiment of their terror. For 1 minute, you gain the following benefits:

  • Your attacks deal an additional 1d8 psychic damage, and a creature hit by one or more of your attacks on your turn must succeed on a Wisdom saving throw against your spell save DC or become frightened of you until the end of your next turn.

  • You are invisible to all creatures except whichever creature you have most recently attacked. This invisibility persists even after you attack or cast a spell.

  • You can move through a space as narrow as one inch in diameter without squeezing.

  • You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered.

Once you use this feature, you cannot use it again until you finish a long rest.

Oath of the Minutemen

Oath of the Minutemen (Level 3)

These temporal knights are a secretive order of paladins who swear a solemn oath to the sands of time.

Tenets of the Temporal Knight

The tenets of the temporal knights are as follows:

Follow the Fates

The sands have their designs for the world. Strive for this natural order.

Abide the Stream.

The fates are neither kind nor cruel. They move the world and we are their gracious servants.

Punish the Abhorrent

Those who seek to distort time for their ends or avoid their fate through eldritch power must be destroyed so that time may flow.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Minutemen Spells
Paladin LevelSpells

3rd

expeditious retreat, false life

5th

augury, mirror image

9th

haste, slow

13th

divination, freedom of movement

17th

modify memory, reincarnate

Channel Divinity: Temporal Clone

As an action, you summon your temporal ghost for a number of rounds equal to your proficiency bonus.

The clone shares your abilities and statistics. The clone acts on your turn and can move and perform an action. It cannot perform any bonus actions or cast any spells. Any damage that would be dealt to the clone is dealt to you instead.

When you dismiss the clone as part of any action or when this ability ends you gain all conditions and levels of exhaustion currently affecting the clone. You can also choose to immediately teleport to the space previous occupied by the clone.

Channel Divinity: Hourglass Prison

As an action, you present your holy symbol and call upon the fates to slip a creature out of time. Choose a creature you can see within 30 feet. That creature makes a Charisma saving throw. A friendly creature can elect to willingly succeed or fail this saving throw.

If the creature fails their saving throw they placed in stasis for 1 minute or until you are incapacitated. While in stasis the creature disappears and exists outside the timestream.

A creature can repeat this saving throw at the end of each of its turns, ending the effect on a successful save and reappearing in the same space they disappeared from or the closest safe space if that space is unavailable.

Precogniscent Aura (Level 7)

At 7th level, you and friendly creatures within 10 feet gain a bonus to initiative rolls equal to your Charisma modifier (minimum +1).

At 18th level, the range of this aura increases to 30 feet.

Harness the Fates (Level 15)

Beginning at 15th level, you can use your reaction to grant yourself or a friendly creature within your Precogniscent Aura the option to reroll one die. You must keep the result of the second roll. This reroll must be used before the result of the roll is declared.

The World outside of Time (Level 20)

At 20th level you can step completely outside the timestream. Once per day you can cast the time stop spell.

While you are under the effects of this spell you can create a temporal afterimage as an action. The temporal afterimage appears in your space. After the spell's duration ends each temporal afterimage immediately performs one action. The afterimages share your abilities and statistics. All afterimages disappear immediately after performing their actions.

Oath of the Monolith

Oath of the Monolith (Level 3)

The Oath of the Monolith comes to many paladins not by seeking justice or fortune but by seeking perfection in oneself. Not often noticed or seen in civilization these individuals often go about normal lives keeping themselves to their highest standards for the field they choose to pursue. Those that choose to follow down this path come from every walk of life and either devote themselves wholly to a community, a god, or themselves and will often be found wearing some form of self reflective charm.

Monolith Spells

You gain monolith spells at the paladin levels listed.

Monolith Channel Divinity: Solemn Vigil (Level 3)

As a bonus action on your turn you may prepare yourself for any coming conflict. You may make opportunity attacks without using your reaction and may use your reaction to strike the first enemy who strikes you until the start of your next turn.

Monolith Channel Divinity: Purge the Intruders (Level 3)

As an action on your turn you can push back all those who stand in your path. All enemies within 10 feet must make a wisdom saving throw vs your spell save DC, on a fail the target creatures take 1d8 force damage and are pushed back 5ft taking an additional 1d8 damage if they make contact with any magical or natural terrain. On a success creatures take half damage and are not moved.

Aura of Endurance (Level 7)

Starting at 7th level, you can choose one damage type from bludgeoning, piercing, or slashing when you finish a short or long rest. You and allied creatures within 10 feet of you have resistance to that damage type from non magical sources.

At 18th level, the range of this aura increases to 30 feet.

Projection of Self (Level 15)

Starting at 15th level, as an action on your turn you can draw on yourself and project your devotion outward creating a 15ft dome of stone radiating out from yourself encasing all enemies or allies within the range inside, creatures too large to fit are shunted to the nearest space. The dome has 80 hit points and lasts for 1 minute or until dismissed as an action. Additionally your body takes on wrapping runes that represent your tenets.

Face of the Mountain (Level 20)

At 20th level, as an action, you can assume the truest form of yourself. For 1 minute, you gain the following benefits:

  • You grow to the size of Huge.

  • All your weapon attacks deal an additional 3d8 damage.

  • You gain resistance to bludgeoning, piercing, and slashing damage from all sources.

Once you use this feature you can't use it again until you finish a long rest.

Oath of the Night

Oath of the Night (Level 3)

The Oath of the Night calls to paladins that walk amongst the dark, either to alleviate or exacerbate the mysterious dangers that reside under the tenebrous sky. A paladin's purpose in this regard depends on their deity's domain and disposition, as many gods represent various aspects of the night.

Deities of the moon and stars rely on these paladins, often known as shade knights, moon wardens, or dusk guards, to act in their stead to purge the land of nocturnal terrors. Other gods, such as deities that rule over darkness, shadows, or death, may charge these paladins to spread their ruinous doctrine and enact terror, themselves.

Tenets of the Night

Paladins that follow the Oath of the Night are varied, yet all who observe this path adhere to these tenets.

Attentiveness

Beings of the night are often masked by its tenebrous gloom. Be ever vigilant to notice these dangers.

Fidelity

Faith is the only power that can grant you the ability to consistently face the tribulations of the dark.

Resolution

Hone your mind and blade to endure any challenges you confront.

Subtlety

Adapt to the dark environment around you and stalk your targets with furtive guile.

Oath Spells

You gain spells at the paladin levels listed.

Oath of the Night Spells
Paladin LevelSpells

3rd

bane, cause fear

5th

darkness, pass without trace

9th

bestow curse, nondetection

13th

entropy, shadow of moil

17th

mislead, wall of dusk

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Dread Stalker

You can use your Channel Divinity to become a deadly force in darkness. As an action, you gain darkvision out to a range of 30 feet for 1 minute. If you already have darkvision, its range is increased by 30 feet. Additionally, if you damage a creature with an attack while in an area of dim light or darkness, you can add an amount of damage equal to half your proficiency bonus (rounded up) to the attack for 1 minute.

Light Amidst the Darkness

You can use your Channel Divinity to ward against forthcoming magical harm. As an action, you can create a number of spectral motes equal to your Charisma modifier (minimum of 1) around you for up to 10 minutes. Whenever you or a creature within 10 feet of you makes a saving throw against a spell or other magical effect that you can see, you can use a reaction to expend one of these motes and add a 1d4 to the saving throw, which increases to 2d4 at 15th level.

Aura of Night (Level 7)

At 7th level, you are able to wrap yourself and your allies within twilight gloom. Wisdom (Perception) checks made to see you or friendly creatures within 10 feet of you are made with disadvantage.

At 18th level, the range of this aura increases to 30 feet.

Shadowy Reproach (Level 15)

Starting at 15th level, your attunement to the deep dark and shadow of night inspires fear among those who would dare to hinder you. Whenever a creature grapples or incapacitates you they must make a Wisdom saving throw against your paladin spell save DC or become frightened of you for up to 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.

Nocturnal Exemplar (Level 20)

Upon reaching 20th level, as a bonus action, you become a living symbol of the night, gaining the following benefits for 1 minute:

  • You can't be frightened and magic can't put you to sleep.

  • You can see in magical darkness out to a range of 30 feet.

  • You can use a bonus action to teleport up to 30 feet from your space to an unoccupied space you can see that is in dim light or darkness.

Once you use this feature, you can't use it again until you finish a long rest.

Oath of the Nomad

Oath of the Nomad (Level 3)

The Oath of the Nomad binds a paladin to a life on the road. Sometimes they are called pilgrims, crusaders, wandering sellswords, or just nomads. Even though they may commit acts other paladins abhor, they usually do it to help someone who required aid. Many who swear to this oath are bound by neutrality, as one cannot be considered good or evil in all the different cultures. Because of this they prefer not to wear clothing or use symbols associated with a specific culture.

Tenets of the Nomad

The tenets of the Oath of the Nomad are based on a life of travel. The Oath emphasises that sharing what you have on your travels is the most sacred thing you can do. Its four central principles are as follows:

  • Lend Your Ear

    Hear out anyone who may want to be heard. Their story might inspire you to help them or others.

  • Lend Your Voice

    Share your knowledge with whomever may want to hear it. The more the people know, the more they can do to better everything around them.

  • Lend Your Sight

    Try to spot the flaws and benefits in someone else's designs and culture. This may guide you or others in the right direction.

  • Lend Your Ear

    Give a hand to someone in need. They will appreciate it and may even reward you with new stories or knowledge.

Oath Spells

You gain the following Oath spells, when you reach the listed paladin level. You always have these spells prepared, and they don't count to the maximum number of spells you can prepare.

Channel Divinity: Forgotten Knowledge

As a Bonus Action, you can activate your Channel Divinity to more easily remember facts. For the next hour you can add your Charisma modifier to all Intelligence based ability checks.

Channel Divinity: Inspiring Speech

As a Bonus Action, you shout a few inspiring words. Any number of creatures of your choice, to a maximum equal to your Charisma modifier (minimum of 1), that you can see within 30ft, gain the ability to reroll one D20 Test, taking the highest result. The creature can use the reroll once in the next hour.

Aura of Freedom (Level 7)

Starting at 7th level, you grant others the ability to travel unhindered. Whenever a creature starts their turns within 10 feet of you, they can move an additional 5 feet that turn. In addition to that you and all friendly creatures can't be Grappled or Restrained and aren't affected by Difficult Terrain while they are in your aura. The aura is inactive while you are incapacitated.

At 18th level, this aura increases to 30 feet.

Smooth Redirection (Level 15)

Starting at 15th level, you can easily deflect any ranged attack. Whenever you or another creature, within 5 feet of you, is hit by a ranged attack, you use your Reaction to try to redirect the projectile/force. Your Reaction grants the target a bonus to AC equal to your charisma modifier (minimum of 1). If that makes the attack miss, you may make a ranged spell attack roll against one creature you can see within 30 feet of you. On a hit they suffer the original damage and potential effects.

You can use this feature a number of times equal to your Charisma modifier (minimum of 1), regaining all uses when you finish a Long Rest.

Emissary of the Wind (Level 20)

At 20th level, you have become so well-travelled that you and your knowledge travel as fast as the wind. As an Action, you can activate the avatar of travel, which grants the following benefits for 1 hour:

  • Your base movement speed is 50ft.

  • You sprout wings and gain a flying speed equal to your base speed.

  • Any friendly creature within 5ft of you has advantage on all Intelligence, Wisdom, and Charisma based ability checks.

Once you use this feature, it can't be used again until you have finished a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).

Oath of the North Star

Oath of the North Star (Level 3)

Knights who swear an oath to the north star aid and guide travelers along their way. They take after the star itself, reliable and steadfast in even the darkest of times.

Tenets of the North Star

A paladin who takes this oath swears on a star in the sky on a clear night.

Show the Way

It is your duty to guide the lost back onto the righteous path. Otherwise, those who are lost will never find their way.

Stand Strong

Do not waver or break formation. Many rely on you, and for them you must stand strong.

Shine in the Night

Without the light above, the night would be dark. Shine bright and defend against the darkness.

Oath Spells

You gain oath spells at the paladin levels listed.

Channel Divinity: Soothing Light

You can use your Channel Divinity to call out to your allies, reassuring and bolstering them. As a bonus action, choose a number of creatures up to your Charisma modifier (minimum one creature) within 60 feet of you that can see or hear you. Each target gains a number of temporary hit points equal to your paladin level and is immediately freed from the frightened or charmed conditions.

Channel Divinity: Stellar Glow

As a bonus action, you can use your Channel Divinity to surround yourself in stardust. You emit dim light in a 5-foot radius for one minute. Attacks made at creatures within this dim light (including you) are at advantage. You can end this effect as a bonus action on your turn.

Aura of Stardust (Level 7)

Starting at 7th level, you emit an aura of starlight around you while you're not incapacitated, casting dim light in a 10-foot radius around you. You can activate or suppress this aura as a bonus action.

When an invisible creature moves within 10 feet of you for the first time on a turn or starts its turn there, it must succeed a Dexterity saving throw against your paladin spell save DC or become coated in tiny motes of stardust. While coated in this way, the affected creature can't benefit from being invisible. These motes of stardust disappear once the affected creature moves out of the range of your aura.

At 18th level, the range of this aura increases to 30 feet.

Polaris (Level 15)

At 15th level, you are an immovable bastion on the battlefield. While you are conscious, you cannot be pushed or moved involuntarily. Additionally, you have advantage on ability checks and saving throws against being knocked prone.

Supernova (Level 20)

At 20th level, you gain the ability become the realization of the end of a star's life. As an action, you can magically infuse yourself with starlight, gaining the following benefits for 1 minutes:

  • You emit bright light in a 60-foot radius and dim light for an additional 60 feet.

  • Your weapon attacks deal an additional 3d8 radiant damage on a hit.

  • When you use your Divine Smite feature, double the number of dice rolled for the radiant damage.

Once you use this feature, you can't use it again until you finish a long rest.

Oath of the North Star

Oath of the North Star (Level 3)

Knights who swear an oath to the north star aid and guide travelers along their way. They take after the star itself, reliable and steadfast in even the darkest of times.

Tenets of the North Star

A paladin who takes this oath swears on a star in the sky on a clear night.

Show the Way

It is your duty to guide the lost back onto the righteous path. Otherwise, those who are lost will never find their way.

Stand Strong

Do not waver or break formation. Many rely on you, and for them you must stand strong.

Shine in the Night

Without the light above, the night would be dark. Shine bright and defend against the darkness.

Oath Spells

You gain oath spells at the paladin levels listed.

Channel Divinity: Soothing Light

You can use your Channel Divinity to call out to your allies, reassuring and bolstering them. As a bonus action, choose a number of creatures up to your Charisma modifier (minimum one creature) within 60 feet of you that can see or hear you. Each target gains a number of temporary hit points equal to your paladin level and is immediately freed from the frightened or charmed conditions.

Channel Divinity: Stellar Glow

As a bonus action, you can use your Channel Divinity to surround yourself in stardust. You emit dim light in a 5-foot radius for one minute. Attacks made at creatures within this dim light (including you) are at advantage. You can end this effect as a bonus action on your turn.

Aura of Stardust (Level 7)

Starting at 7th level, you emit an aura of starlight around you while you're not incapacitated, casting dim light in a 10-foot radius around you. You can activate or suppress this aura as a bonus action.

When an invisible creature moves within 10 feet of you for the first time on a turn or starts its turn there, it must succeed a Dexterity saving throw against your paladin spell save DC or become coated in tiny motes of stardust. While coated in this way, the affected creature can't benefit from being invisible. These motes of stardust disappear once the affected creature moves out of the range of your aura.

At 18th level, the range of this aura increases to 30 feet.

Polaris (Level 15)

At 15th level, you are an immovable bastion on the battlefield. While you are conscious, you cannot be pushed or moved involuntarily. Additionally, you have advantage on ability checks and saving throws against being knocked prone.

Supernova (Level 20)

At 20th level, you gain the ability become the realization of the end of a star's life. As an action, you can magically infuse yourself with starlight, gaining the following benefits for 1 minutes:

  • You emit bright light in a 60-foot radius and dim light for an additional 60 feet.

  • Your weapon attacks deal an additional 3d8 radiant damage on a hit.

  • When you use your Divine Smite feature, double the number of dice rolled for the radiant damage.

Once you use this feature, you can't use it again until you finish a long rest.

Oath of the Open Road

Oath of the Open Road (Level 3)

Paladins who swear the Oath of the Open Road are bound to protect the spirit, safety, and sanctity of exploration. These nomadic defenders see themselves as guardians of the roads less traveled, protecting those who journey them and ensuring the safety of travelers in a world that brims with adventure. Theirs is a calling rooted in the ethos of freedom, embracing the journey itself as a pilgrimage toward self-discovery and enlightenment.

Tenets of the Open Road

The tenets of the Oath of the Open Road are carried as a guide to safe and fruitful travel.

  • A Good Gift Is One Shared

    Your protection of others inspires them to protect you in turn.

  • A Smile Opens Most Doors

    Kindness is a currency shared by everyone.

  • A Journey Is Its Own Reward

    Travel is made better, and faster, when its fun.

Oath Spells

You gain oath spells at the paladin levels listed.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Escape Route

As a bonus action, you can use your Channel Divinity to inspire you and up to four other creatures that you can see within 60 feet of you to move. A chosen creature can immediately use its reaction to move up to its speed without provoking opportunity attacks, provided that its speed is not 0. If you have already used your Channel Divinity, you can use this option by expending a paladin spell slot of 1st level or higher instead. When you do, the maximum number of creatures you can choose is equal to the level of the spell slot you expended.

Alternatively, you can use this Channel Divinity as a reaction when a creature that you can see within range takes damage. When you do, only that creature can use its reaction in this way.

Call of the Horizon

As an action, you can use your Channel Divinity to invigorate your groups travel. Until you finish a short or long rest, while traveling for an hour or more at a steady pace, difficult terrain does not slow your groups travel, and your travel pace increases by 1 mph—even if traveling by a mount or vehicle. For every 8 hours you travel in this way, the distance you cover is increased by a number of miles equal to your Charisma modifier (minimum of 1). In addition, you suffer none of the penalties of traveling at a fast pace, and you can move stealthily even when moving at a normal one. Lastly, affected creatures have advantage on any Constitution saving throw they make as a result of a forced march.

Aura of Community (Level 7)

Starting at 7th level, you and friendly creatures of your choice within 10 feet of you can magically understand any language spoken by another creature within that range, provided that the affected creatures can also speak at least one language. In addition, you can use a bonus action to take the Help action. When you use the Help action to aid an ally in attacking a creature, the target of that attack can be anywhere within your aura, rather than within 5 feet of you, if the target can see or hear you.

At 18th level, the range of this aura increases to 30 feet.

Destined to Roam (Level 15)

By 15th level, your wanderlust can not be kept at bay by others. Your movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce your speed nor cause you to be paralyzed or restrained. You can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or another creatures grapple.

Avatar of the Nomad (Level 20)

At 20th level, your comfort in the world extends to those around you. Creatures with an Intelligence score of 4 or lower that are not constructs or undead are indifferent toward you and will not attack you unless you threaten or harm them; doing so causes this benefit to cease to affect them until you finish a long rest.

In addition, you can use a bonus action to empower your Aura of Community for 1 minute, granting the following benefits to you and any other creature of your choice within it:

  • If you start your turn within the aura, your walking speed increases by 10 feet until the end of your turn.

  • You have advantage on Dexterity saving throws.

  • Opportunity attacks against you are made with disadvantage.

Once you use this feature, you cannot use it again until you finish a long rest.

Oath of the Open Sea

Oath of the Open Sea (Level 3)

The Oath of the Open Sea calls to seafaring warriors, swashbuckling sailors, and traveling guardians who seek the thrill of a limitless horizon. Driven to search for adventure and mystery across and beneath every endless oceanic expanse, paladins who swear this oath stand against those who would deny liberty to like-minded travelers, rooting out tyranny and corruption wherever it is found.

Such guardians believe in the natural beauty of the sea, often making offerings and prayers to entities or deities such as the Wildmother or the Stormlord who influence safe passage. At the same time, they answer the call to hunt the monstrous creatures that too often bloody the waters with wanton violence and ill intent, and which terrorize the folk of the sea and shore.

Tenets of the Open Sea

Freedom can be a selfless virtue or a selfish want. For paladins who swear the Oath of the Open Sea, freedom is the highest calling, and a gift to be granted to all.

No Greater Life than a Life Lived Free

One should be free to chart their own path without oppression. Those who would exert their power to dominate others shall be smote.

Trust the Skies

The guidance of a strong breeze. The rumbling warnings of a coming storm. Nature is a source of portent and council that should be heeded.

Adapt Like the Water

The waters of the ocean can shift around any obstacle—or become the most impassable obstacle of all. They carve away the land to reveal the secrets of the past, or swallow the truth and hide it forever. To embrace this fluidity is to be ready for any challenge.

Explore the Uncharted

The world is filled with mystery. Through the pursuit of enigmatic ends, one can uncover those who hide their foul deeds, and find the path to becoming something great.

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of the Open Sea Spells table. Spells marked with an asterisk are new spells described on the spells page.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Marine Layer

As an action, you channel the sea to create a thick cloud of fog that surrounds you for 20 feet in all directions. The fog moves with you, remaining centered on you and making its area heavily obscured. You and each creature within 5 feet of you instead treat the area as lightly obscured. This fog lasts for 10 minutes, spreads around corners, and cannot be dispersed unless you choose to end this effect (no action required).

Fury of the Tides

As a bonus action, you channel the powerful might of the waves to bolster your attacks for 1 minute. Once per turn for the duration, when you hit a creature with a weapon attack, you can choose to push the target 10 feet away from you. If pushed into an obstacle or another creature, the target takes bludgeoning damage equal to your Charisma modifier.

Rules Tip: Visibility

Fog and other effects can obscure vision for you, your enemies, and your allies. When you heavily obscure an area using your Marine Layer Channel Divinity option, all creatures within the area have their vision completely blocked, and creatures outside the area can't see in. Creatures that can't see automatically fail ability checks that require sight. Also, attack rolls against creatures that can't see have advantage, and their own attack rolls have disadvantage.

Creatures in a lightly obscured area have disadvantage only on Wisdom (Perception) checks that rely on sight. The rules for when your vision is obscured are described completely in the fifth edition core rules.

Aura of Liberation (Level 7)

Starting at 7th level, you fill nearby creatures with the energy of movement. While you're not incapacitated, you and creatures of your choice within 10 feet of you cannot be grappled or restrained, and ignore penalties on movement and attacks while underwater. Creatures that are already grappled or restrained when they enter the aura can spend 5 feet of movement to automatically escape unless they are bound by magic restraints.

Stormy Waters (Level 15)

At 15th level, you can call on the force of crashing waters as a reaction whenever a creature moves into or out of your reach. The creature takes 1d12 bludgeoning damage and must succeed on a Strength saving throw against your spell save DC or be knocked prone.

Aura of Liberation (18th Level) (Level 18)

When you reach 18th level in this class, the aura affects creatures within 30 feet of you.

Mythic Swashbuckler (Level 20)

At 20th level, you learn to channel the spirits of historic sea captains to briefly become a paragon of heroic adventure. As an action, you embrace these spirits of the sea to gain the following benefits for 1 minute:

  • You have advantage on Strength (Athletics) checks and you gain a climbing speed equal to your walking speed. If you already have a climbing speed, it is doubled.

  • If you are within 5 feet of a creature and no other creatures are within 5 feet of you, you have advantage on attack rolls against that creature.

  • You can take the Dash or Disengage action as a bonus action.

  • You have advantage on Dexterity checks and Dexterity saving throws against effects you can see.

Once you use this feature, you can't use it again until you finish a long rest.

Oath of the Open Sea

Oath of the Open Sea (Level 3)

The Oath of the Open Sea calls to sea-faring warriors, swashbuckling sailors, and journeying guardians who seek the thrill of an endless horizon. Driven to seek the adventure and mystery across and beneath every endless oceanic expanse, paladins who swear this oath stand against those who would deny the liberties afforded to like-minded travelers, rooting out the tyrannical and corrupt that claim any shore.

Such guardians believe in the natural beauty of the sea, often making offerings and prayers to entities or deities that influence safe passage, while often feeling called to hunt those monstrosities that seek to terrorize and spoil the waters with wanton violence and ill intent.

Tenets of the Open Sea

Freedom can be a selfless virtue or a selfish want. For paladins who swear the Oath of the Open Sea, freedom is the highest calling, and a gift to be granted to all.

Adapt

The waters of the ocean can shift around any obstacle, or become an impassable one. To embrace this fluidity is to be ready for any challenge.

Live Free

All should be free to chart their own path without oppression, and be careful to not become this oppression.

Chart the Uncharted

The world is filled with mystery. Uncover those who would hide their dark deeds in shadow, and find the path to becoming something great.

Trust the Skies

Nature is a source of portent and council that should be heeded.

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of the Open Sea Spells table. See the Sacred Oath class feature hor how oath spells work.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Fury of the Tides

As a bonus action, you can use your Channel Divinity to channel the powerful might of the waves to bolster your attacks for 1 minute. For the duration, each of your weapon attacks deals an additional 1d6 bludgeoning damage. Additionally, once on each of your turns when you hit a Large or smaller creature with a weapon attack, you can choose to push the target up to 10 feet away from you.

Sea Spray

As an action, you can use your Channel Divinity to create an aura of thick fog, obscuring the area around you. A cloud of fog extends 20 feet from you in every direction, creating a heavily obscured area. You and creatures within 5 feet of you treat this area as lightly obscured. This fog lasts for 10 minutes, it spreads around corners, and it cannot be dispersed.

Aura of Liberation (Level 7)

Beginning at 7th level, the sea keeps you and your allies' movements spry. You and creatures of your choice within 10 feet of you ignore the normal penalties of underwater movement and attacks. Additionally, each creature in your area can spend 5 feet of movement to automatically escape a grapple or nonmagical restraints.

At 18th level, the range of this aura increases to 30 feet.

Stormy Waters (Level 15)

Starting at 15th level, whenever a creature enters or exists your melee range, you can use your reaction to call crashing waters on your attacker. The creature takes 1d12 bludgeoning damage and must succeed on a Strength saving throw or be knocked prone.

Mythic Swashbuckler (Level 20)

By 20th level, you have become a paragon of heroic adventure. As an action, you channel the spirits of historic sea captains, gaining the following benefits for 1 minute:

  • You have advantage on Strength checks and Strength saving throws.

  • You have advantage on all Dexterity saving throws against effects that you can see.

  • You can take the Dodge action as a bonus action.

  • If you are within 5 feet of a creature and no other creatures are within 5 feet of a creature and no other creatures are within 5 feet of you, you have advantage on your attacks against that creature.

Once you use this feature, you can't use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.

Oath of the Open Sea

Oath of the Open Sea (Level 3)

The Oath of the Open Sea calls to sea-faring warriors, swashbuckling sailors, and journeying guardians who seek the thrill of an endless horizon. Driven to seek the adventure and mystery across and beneath every endless oceanic expanse, paladins who swear this oath stand against those who would deny the liberties afforded to likeminded travelers, rooting out the tyrannical and corrupt that claim any shore. Such guardians believe in the natural beauty of the sea, often making offerings and prayers to entities or deities like the Wild Mother or Storm Lord that influence safe passage, while often feeling called to hunt those monstrosities that seek to terrorize and spoil the waters with wanton violence and ill intent.

Tenets of the Open Sea

No Greater Life than a Life Lived Free

One should be free to chart their own path without oppression. Those who would exert their power to dominate others shall be smote.

Trust the Skies

The guidance of a strong breeze. The rumbling warnings of a coming storm. Nature is a source of portent and council that should be heeded.

Adapt like the Water

The waters of the ocean can shift around any obstacle or become an impassable one. They can carve around and reveal the secrets of the past or swallow the truth and hide it forever. To embrace this fluidity is to be ready for any challenge.

Explore the Uncharted

The world is filled with much mystery. Through the pursuit of these enigmatic ends, one can both uncover those who hide their dark deeds in shadow to be judged, and find the path to becoming something great.

Oath Spells

You gain oath spells at the paladin levels listed.

Channel Divinity: Marine Layer

As an action you can channel the sea to create a thick cloud of fog that surrounds you and heavily obscures the area for 20 feet in all directions, following you as you move. You and any creatures you choose within 5 feet of you can see through the fog and suffer no penalties from being within it. This fog lasts for 10 minutes, spreads around corners and cannot be dispersed.

Channel Divinity: Fury of the Tides

As a bonus action, you can channel the powerful might of the waves to bolster your attacks. For 1 minute, when you hit a creature with a weapon attack, you can choose to push the target 10 feet away from you. If the target is pushed into an obstacle or another creature, they take additional bludgeoning damage equal to your Charisma modifier.

Aura of Liberation (Level 7)

Starting at 7th level, you emanate an aura while you're not incapacitated. You and any creature of your choice within 10 feet of you cannot be grappled or restrained, as well as ignore penalties on movement or attacks while underwater. Creatures that are already grappled or restrained when they enter the aura can spend 5 feet of movement to automatically escape nonmagical restraints.

When you reach 18th level in this class, the range of the aura increases to 30 feet.

Stormy Waters (Level 15)

At 15th level, you can call crashing waters around you as a reaction whenever a creature enters or exits your melee range. The creature takes 1d12 bludgeoning damage and must succeed a Strength saving throw or be knocked prone.

Mythic Swashbuckler (Level 20)

At 20th level, you learn to channel the spirits of historic sea captains to briefly become a paragon of heroic adventure. As an action, you embrace these spirits of the sea, gaining the following benefits for 1 minute:

  • Climbing costs no additional movement, and you have advantage on Strength (Athletics) checks that involve climbing.

  • If you are within 5 feet of a creature, and no other creatures are within 5 feet of you, you have advantage on your attacks against that creature.

  • You can take the Dodge action as a bonus action.

  • You have advantage on all Dexterity ability checks and Dexterity saving throws against effects that you can see.

Once you use this feature, you can't use it again until you finish a long rest.

Oath of the Plaguetouched

Oath of the Plaguetouched (Level 3)

After suffering an attack by a darakhul, you were infected with the dreaded—and generally fatal—darakhul fever. As you felt your life draining away and the grasp of eternal undeath clenching its cold fingers around your heart, you called out to any power that would answer your prayers. You pledged that you would do anything asked of you, if only you would be spared this fate worse than death.

That prayer was answered. The source of that answered prayer is not known, but its power flowed through you, helping you drive off the horrible unlife that was your fate. That power flows through you still. It drives you to defend innocents from the scourge of undeath, and it provides special powers for you to use in that fight.

Restriction: Non-Darakhul

You can choose this paladin sacred oath only if you are not a darakhul.

Tenets of the Plaguetouched

Paladins following the Oath of the Plaguetouched share these tenets.

Bravery

In the face of terrible creatures, you stand like a wall between them and the innocent people whom those creatures would devour or transform.

Stop the Spread of Undeath

Fight to ensure the undead don't snuff out the light of life in the world.

Relentless

Creatures of undeath never tire; you must remain vigilant.

Mercy

Those who suffer disease must be cared for. If you could survive certain death, so can they. But when it is clear they are about to transform into a monster, you must end their suffering quickly.

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of the Plaguetouched Spells table. See the Sacred Oath class feature for how oath spells work.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.See the Sacred Oath class feature for how Channel Divinity works.

Protective Aura

As a bonus action, you summon forth your power into a shining aura around yourself. For 1 minute, you shed bright light in a 10-foot radius and dim light for an additional 10 feet. In addition, each hostile creature within 5 feet of you has disadvantage on its first attack roll each turn that isn't against you. If the hostile creature is undead, it instead has disadvantage on all attack rolls that aren't against you. You can end this effect on your turn as part of any other action. If you fall unconscious, this effect ends.

Turn Undead

As an action, you present your holy symbol and call upon your power, using your Channel Divinity. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can only use the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

Aura of Radiant Energy (Level 7)

Beginning at 7th level, you and your allies within 10 feet of you have resistance to necrotic damage. In addition, when you or a friendly creature hit an undead creature within 10 feet of you with a melee weapon attack, the attacker can choose if the attack deals radiant damage or its normal type of damage At 18th level, the range of this aura increases to 30 feet.

Bulwark Against Death and Disease (Level 15)

Starting at 15th level, you can expend only 1 hit point from your Lay on Hands pool to cure the target of a disease. In addition, your hit point maximum can't be reduced, and you have advantage on saving throws against effects from undead creatures that reduce your ability scores, such as a shadow's Strength Drain.

Scourge of Undeath (Level 20)

At 20th level, as a bonus action, you can become a scourge to undead. For 1 minute, you gain the following benefits:

  • The bright light shed by your Protective Aura is sunlight.

  • You have advantage on attack rolls against undead.

  • An undead creature in your Aura of Radiant Energy takes extra radiant damage equal to twice your Charisma modifier (minimum of 2) when you or a friendly creature hit it with a melee weapon attack.

Once you use this feature, you can't use it again until you finish a long rest.

Oath of the Planes

Oath of the Planes (Level 3)

The Oath of the Planes binds a paladin to the fragile balance of good and evil in the multiverse. Unlike many Sacred Oaths, which commit paladins to narrow, unflinching ideals, this Oath implores them to view the greater tapestry. These paladins see that, just like the concept that light cannot exist without darkness, neither can the forces of good exist without the forces of evil; without the proper balance, the entirety of existence would unravel. To ensure this never occurs, these paladins - often called planeswalkers, gray knights, or portal knights - travel the planes of the multiverse, immersing themselves in dimensional magics and the boundaries of reality to maintain balance.

Tenets of the Planes

The tenets of the Oath of the Planes are often difficult for individuals to uphold. Despite the necessity, many paladins find it difficult to remain impartial, and even more difficult to leave the ones they love when they feel themselves shirking their duties. It can also be tragic for these paladins to actively support certain evils, and actively destroy certain good, in order to keep the multiverse in balance; it is far easier for them when evil threatens to overwhelm good. Due to the harshness of the tenets, most paladins who take this oath are lawful neutral in alignment.

No Good without Evil

Without evil, good cannot exist. Some forces of evil must be allowed, while some forces of good must be struck down if they threaten to overwhelm evil.

Travel the Planes

To understand the greater scope of the multiverse's balance, I travel the worlds within it. Remaining in one location causes me to lose perspective.

Objectivity

I remain impartial, placing the balance of the multiverse, and thereby everyone in it, over any individual attachment or life.

Oath Spells

You gain oath spells at the paladin levels listed.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity Options.

Extradimensional Detention

You can use your Channel Divinity to temporarily trap a foe in an extradimensional space. As an action, you open a portal behind a hostile creature within 5 feet of you that is Large or smaller and attempt to push the creature into it. The target must succeed on a Strength saving throw or be trapped in the extradimensional space for 1 minute, or until you lose Concentration (as though Concentrating on a spell). During that time, it still takes its turns as normal, but it is unaffected by and can't affect events in the plane from which it was banished. At the end of each of the creature's turns, it can make a Charisma saving throw, escaping the extradimensional space on a success. When the creature escapes or the duration ends, the portal reopens on the space the creature previously occupied and the creature is expelled into the nearest unoccupied space.

Portal Strike

As an action, you can imbue one melee weapon you're holding with the ability to rip through dimensional boundaries, using your Channel Divinity. For 1 minute, your reach with the weapon increases to 30 feet, creating portals through which to strike the target as you attack. The portals close immediately following the attack. As long as you can see the target, attacks you make using the weapon ignore half and three-quarters cover.

Aura of Dimensionality (Level 7)

Starting at 7th level, you can exert a modicum of influence on the dimensional barriers within 10 feet of you. As a bonus action on your turn, you can use this influence for one of the following abilities:

Passageway

You open linked teleportation portals that remain open until the start of your next turn. Choose two unoccupied spaces on the ground that you can see within the aura. A circular portal, 5 feet in diameter, opens in each space. The portals are two-dimensional, glowing rings that float a few inches in the air and are perpendicular to the ground. A ring is visible from only one side (your choice), which is the side that functions as a portal. Any Medium or smaller creature or object entering the portal exits from the other portal as if the two spaces were adjacent to each other; passing through a portal from the nonportal side has no effect, and Large and larger creatures can't fit through the portal. Ranged attacks can also pass through the portals.

Redirection

You prepare yourself to quickly open and then close smaller portals. When a creature you can see within your aura becomes the target of an attack, you can use your reaction to open two portals for the attack to pass through, potentially guiding the attack off target. Make a spell attack roll contested by the result of the triggering attack's roll. If you succeed, you choose a new target for the attack, which must also be within your aura, redirecting the attack through linked portals; you can cause a creature to attack itself this way if it is within your aura. Alternatively if you succeed, you can cause the attack to miss, redirecting it into empty space.

At 18th level, the range of this aura increases to 30 feet.

Gate Guardian (Level 15)

Starting at 15th level, when an attack, creature, or object you can see would pass through a portal created by the Passageway ability of your Aura of Dimensionality, you can use your reaction to close the portals, preventing the attack, creature, or object from passing through. An attack you prevent from passing through this way automatically misses.

Phase Shift (Level 20)

At 20th level, as an action, you can put yourself out of phase with reality, allowing you to open extradimensional portals with ease. For 1 minute, you gain the following benefits:

  • Instead of moving normally on your turn, you can teleport to an unoccupied space you can see within 60 feet of you. If there is a willing creature within 5 feet of you that is your size or smaller, you can bring the creature with you when you teleport this way. You can't use this ability if you are incapacitated or your speed is 0.

  • A creature native to a different plane of existence than the one it currently occupies has disadvantage on attack rolls it makes against you.

  • Once per turn when you hit a creature with a weapon attack, you can force that creature to succeed on a Charisma saving throw against your spell save DC or be banished, as if under the effect of the banishment spell, until the start of your next turn.

Once you use this feature, you can't use it again until you finish a long rest'24.

Oath of the Runeblade

Oath of the Runeblade (Level 3)

You have served your god for a long time, and have taken it upon yourself to purify a cursed Runeblade. You carry onward, hoping that your devotion will serve to turn the blade into a source of good.

Expanded Spell List

Oath of the Runeblade lets you choose from an expanded list of spells when you learn a Paladin spell. The following spells are added to the Paladin spell list for you.

Runic Divinus

The connection you share with your god now flows through the blade, granting you a fortitude of will. At 3rd level, when you fail a saving throw that would cause you to become charmed or frightened you can choose to instead succeed the throw. You can do this once, regaining expended uses upon completing a short or long rest.

Channel Divinity: Holy Resilience

Additionally at 3rd level, you can expend a use of your Channel Divinity to bolster yourself against damage temporarily. Using your reaction, you can reduce nonmagical slashing, piercing, or bludgeoning damage done to you by 3.

Runic Attunement

Upon reaching 7th level, your Rune Oath grants you the use of three of the following features, as the runes on your blade activate, with additional choices from the list at 12th, 15th, and 17th level for a total of 6 runes. Each rune may only be used once, unless otherwise specified.

Stone TypeProperties

Lichbane

You gain advantage on attacks against undead creatures.

Enhancement

You gain a +1 to hit and damage with your Runeblade, you may take this feature once more at level 12.

Radiance

Attacks with your runeblade deal an additional amount of radiant damage equal to your charisma modifier.

Keen Edge

You crit on a 19 or a 20 with your runeblade.

Spellbreaking

Once inscribed on your rune weapon, you gain a bonus of +1 to all saving throws you make against spells, and to any dispel or counterspell checks you make. At 12th level, you can inscribe another rune, for a bonus of +2.

Fortitude

Once inscribed onto the rune weapon, you gain a bonus of +1 to Strength or +1 Constitution while wielding the Rune Weapon. At 12th level, you can inscribe this rune a second time, for a bonus on the ability score you haven't chosen the first time.

Swordbreaking

Once inscribed on a rune weapon, you can use your reaction to give yourself a bonus of +2 to your AC until the end of your next turn. In addition, you no longer can be disarmed.

Together with your god, you will fulfill your purpose..

Divine Stature

Upon reaching 15th level, as a bonus action, you gain the ability to reduce all damage taken by an amount equal to 1d10+your charisma modifier for one round.

Paragon of the Faith

At 20th level, you have become close enough to your god that you are their designated divine champion. You gain an immunity to Radiant and Necrotic damage, and any time you use Divine Smite, you double the damage dice inflicted by the smite.

Runic Divinus (Level 3)

The connection you share with your god now flows through the blade, granting you a fortitude of will. At 3rd level, when you fail a saving throw that would cause you to become charmed or frightened you can choose to instead succeed the throw. You can do this once, regaining expended uses upon completing a short or long rest.

Channel Divinity: Holy Resilience (Level 3)

Additionally at 3rd level, you can expend a use of your Channel Divinity to bolster yourself against damage temporarily. Using your reaction, you can reduce nonmagical slashing, piercing, or bludgeoning damage done to you by 3.

Runic Attunement (Level 7)

Upon reaching 7th level, your Rune Oath grants you the use of three of the following features, as the runes on your blade activate, with additional choices from the list at 12th, 15th, and 17th level for a total of 6 runes. Each rune may only be used once, unless otherwise specified.

Stone TypeProperties

Lichbane

You gain advantage on attacks against undead creatures.

Enhancement

You gain a +1 to hit and damage with your Runeblade, you may take this feature once more at level 12.

Radiance

Attacks with your runeblade deal an additional amount of radiant damage equal to your charisma modifier.

Keen Edge

You crit on a 19 or a 20 with your runeblade.

Spellbreaking

Once inscribed on your rune weapon, you gain a bonus of +1 to all saving throws you make against spells, and to any dispel or counterspell checks you make. At 12th level, you can inscribe another rune, for a bonus of +2.

Fortitude

Once inscribed onto the rune weapon, you gain a bonus of +1 to Strength or +1 Constitution while wielding the Rune Weapon. At 12th level, you can inscribe this rune a second time, for a bonus on the ability score you haven't chosen the first time.

Swordbreaking

Once inscribed on a rune weapon, you can use your reaction to give yourself a bonus of +2 to your AC until the end of your next turn. In addition, you no longer can be disarmed.

Together with your god, you will fulfill your purpose..

Divine Stature (Level 15)

Upon reaching 15th level, as a bonus action, you gain the ability to reduce all damage taken by an amount equal to 1d10+your charisma modifier for one round.

Paragon of the Faith (Level 20)

At 20th level, you have become close enough to your god that you are their designated divine champion. You gain an immunity to Radiant and Necrotic damage, and any time you use Divine Smite, you double the damage dice inflicted by the smite.

Oath of the Sagittal Wardens

Oath of the Sagittal Wardens (Level 3)

These astral knights are an order of elite warriors responsible for the borders between the Material Plane, the Astral Sea and the Far Planes.

Tenets of the Astral Knight

The tenets of the astral knights are as follows:

Banish the Void

The void attempts to invade the other planes at every turn. Grant it no quarter.

Keep the World Pure

Seek out those corrupted by the void and its agents and annihilate them completely.

Burn with Stellar Power

The creatures of the void are timeless and powerful. You must rise to match them.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Sagittal Wardens Spells
Paladin LevelSpells

3rd

feather fall, longstrider

5th

misty step, moonbeam

9th

fly, melf's minute meteors

13th

banishment, dimension door

17th

bigby's hand, teleportation circle

Channel Divinity: Momentum Transfer

As an bonus action, you impart a melee weapon you are holding with cosmic balance, using it as a fulcrum for your own power to destroy your foes. For the next minute your weapon deals additional force damage equal to your Charisma modifier.

After you hit a Large or smaller target with a melee attack with the empowered weapon you may transfer your momentum into the target with a blast of force. The target must succeed a Strength saving throw or they are pushed half as far as you moved this turn (minimum 10 feet). If the target collides with something it stops moving and both the target and the creature or object they collided with suffer 1d6 force damage or 2d6 if the target is Large.

You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.

Channel Divinity: Titan's Palm

You bring down the power of the stars, trapping your foes in prisons of gravity. As an action you present your holy symbol and plead for power from the stellar forces. Each creature of your choice in a 20 foot cone must make a Strength saving throw. Aberrations have disadvantage on this saving throw.

On a failed save each creature is stunned for 1 minute or until they take damage. On a successful save their speed is halved for 1 minute or until they take damage.

Orbital Aura (Level 7)

At 7th level, your movement speed increases by 10 feet. Friendly creatures gain the same benefit until the start of their next turn if they start their turn with 10 feet of you or the first time they pass within 10 feet of you or vice-versa.

At 18th level, the range of this aura increases to 30 feet.

Comet Rush (Level 15)

Beginning at 15th level, whenever you or an ally currently benefiting from additional movement speed granted by your abilities moves more than 20 feet on their turn they can gain one of the following benefits until the start of their next turn:

  • They have the benefits of half cover.

  • Their next melee attack deals an additional 1d8 force damage.

  • The have advantage on the first attempt they make to shove a creature.

Master of the Universe (Level 20)

At 20th level, you can embrace the full power of the stars. As an action you become a gateway to the cosmic.

For the next minute, your skin turns black as night sky and the only lights are your two eyes, which become blinding stars.

When a creature that can see your eyes starts its turn within 30 feet of you, you can force it to make a Constitution saving throw against your paladin spell save DC if you are not incapacitated and can see the creature.

If a creature fails their saving throw they are blinded for 1 minute. They can repeat this saving throw at the end of each of their turns, ending the effect on a successful saving throw.

Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see you until the start of its next turn, when it can avert its eyes again. If the creature looks at you in the meantime, it must immediately make the save.

For the duration, when another friendly creature benefits from your Comet Rush feature they can choose 2 benefits instead of 1.

Additionally, while in this form you can cast crown of stars or etherealness once per day.

Oath of the Sepulcher

Oath of the Sepulcher (Level 3)

The Order of the Sepulcher Knights was founded to bring stability to the galaxy, to protect the maws from outside control, and to maintain balance between light and dark. Acting as a law-enforcing authority throughout the galaxy, the knights make their presence known most often around maw stations and on the Solar Citadel, their base of operations. A paladin that swears the Oath of the Sepulcher gains profound responsibility and a divine connection to all living things, a gift the knights believe comes from Old Un himself.

Tenets of the Sepulcher

The Order of the Sepulcher dates back to the Night Crusade's conclusion, and its core vows are designed to prevent such a tragedy from ever again enveloping the galaxy:

Balance Light and Dark

The Sepulcher itself is a speck of darkness within the blazing light of its star. In turn, the Void is a well of hideous light where one expects only darkness. The universe, therefore, exists in a precarious balance of light and dark, which must be preserved through rule of law.

Maintain Peace in the Universe

Sepulcher Knights are a singular authority in an ocean of worlds. Strive to maintain order and find fair solutions in all conflicts.

Protect the Universe

The Solar Citadel and the maw stations are flashpoints for conflict. Lawbreakers and interlopers in these places must not go unpunished.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

  • Gamma Blade

    Using your Channel Divinity, you can wreathe a melee weapon you are holding in a nimbus of arcane energy. For the next minute, this weapon deals force damage or radiant damage (your choice) and has a bonus on damage rolls equal to your proficiency bonus. If the weapon isn't already magical, it becomes magical for the duration. The weapon also emits a bright blue light in a 20-foot radius and dim light 20 feet beyond that.

    Additionally, when you attack with this weapon, you can swing it in the air to project a blast of energy. This is a ranged spell attack with a range of 30/120 feet and deals force damage equal to 2d8 + your Charisma modifier on a hit.

    This effect ends early if the weapon leaves your hand, you fall unconscious, or you choose to end it on your turn (no action required).

  • Longarm

    You can use your bonus action to ensure that no one escapes the reach of justice. For the next minute, you can use your Divine Smite feature when you hit with a ranged weapon attack, in addition to melee weapon attacks. Additionally, your ranged weapon attacks ignore half and three-quarters cover and count as magical for purposes of overcoming damage resistance and immunity.

Aura of Atmosphere (Level 7)

Starting at 7th level, you and friendly creatures within 10 feet of you are always under the effects of the spell zone of atmosphere. Additionally, if you are in an area of zero gravity, you have a flight speed equal to your movement speed. When you move in such an area, each friendly creature within 10 feet of you can use its reaction to move with you to remain within this aura.

At 18th level, the range of this aura increases to 30 feet.

Universal Shift (Level 15)

Beginning at 15th level, you can cast the spell plane shift, targeting only yourself, without using a spell slot or spell components, or you can teleport to the nearest Maw station, appearing somewhere on its surface.

Once you use this ability, you can't use it again until you finish a long rest.

Galactic Knight (Level 20)

When you reach 20th level, you learn to tap into the very heart of the stars, drawing on their immense power to fuel your fight for justice. As an action, you can choose one of the two following options:

  • Solar Knight

    For 1 hour, you gain a flying speed of 60 feet and the benefits of the Gamma Blade Channel Divinity. Additionally, when you or an ally within 30 feet of you takes bludgeoning, piercing, or slashing damage, you can use your reaction to halve the damage taken.

  • Galactic Knight

    If you activate this ability in open space, outside the confines of an atmosphere or gravitational field, you can choose to pull energy from the galaxy itself and transform into a Galactic Knight. For 1 minute, you surround yourself in a massive, humanoid-shaped field of cosmic energy, growing to 100 times your normal size. If you are Medium-sized, for example, you will grow to occupy a 500-by-500-foot square. For the duration, you gain a flight speed of 6,000 feet, your attacks deal mega damage, and your hit points are converted to mega hit points.

Once you use this ability with either option, you can't do so again until you finish a long rest.

Oath of the Shield

Oath of the Shield (Level 3)

While most paladins are known for the wrath they pour out upon their foes, those who swear the Oath of the shield use their power to defend. Known as Divine Shields, these noble warriors stand as protectors of the innocent and defenseless. Bravely placing themselves between their allies and danger, a Shield paladin is an invaluable ally to have on the battlefield.

Tenets of the Shield

Paladins of the Shield become one with the armament from which they draw their name, and their Oath reflects that:

  • Immovable Bastion

    When you make a choice, you must stand by your decision. When you vow to defend another, you must stand by them no matter the dangers you may face.

  • Shield of the Innocent

    You are a shield for the defenseless. Power has been given to you so that you may protect those who cannot protect themselves, especially those who don't know how to fight or are unjustly made victims of violence.

Channel Divinity: Divine Aegis

As an action, you can hold aloft your holy symbol and project a shining protective aura that extends in a 10-foot radius from you, which lasts until you move. Any creature within this radius gains the benefits of half cover.

Channel Divinity: Holy Abjuration

As a reaction when you take damage from a spell or another magical effect, you can grasp your holy symbol and invoke this Channel Divinity. The damage you would take from the spell or magical effect is reduced by an amount equal to your paladin level + your Charisma modifier (minimum of 1). If this reduces the damage of the spell or effect to zero, the entire spell or effect is dispelled.

Shield Warrior Fighting Style

The Shield Warrior Fighting Style is available to paladins who wish to take the Oath of the Shield:

Shield Warrior

Shields count as martial melee weapons for you. On hit, they deal bludgeoning damage equal to 2d4 + your Strength modifier. If you are wielding a shield and nothing in your other hand, you gain a +1 bonus to your Armor Class and to damage rolls with your shield attacks.

Aura of Defense (Level 7)

Your force of will can deflect blows that would harm those who fight by your side. Starting at 7th level, when a creature within 10 feet of you is hit by an attack, you can use your reaction to add your Charisma modifier (minimum of +1) to the creature's Armor Class against the triggering attack.

At 18th level the range of this aura increases to 30 feet.

Adamant Stance (Level 15)

Once you take your stand there is nothing that can force you to move. Starting at 15th level, you cannot be moved against your will. Also, when you are forced to make an ability check to resist being grappled you can add your Charisma modifier (minimum of +1) to the result of your ability check.

Divine Bulwark (Level 20)

At 20th level, you can use your action to exude the ultimate Divine Aegis of protection in a 30-foot radius from you. When you do so, you gain the following benefits for one minute:

  • You gain temporary hit points equal to your paladin level.

  • As a bonus action on your turn, you can grant yourself temporary hit points equal to your paladin level.

  • Creatures within range gain the benefits of half cover.

  • When a creature within range takes damage, you can choose to take the damage in place of them.

Once you use this feature, you must finish a long rest before you can use it again, unless you spend a spell slot of 5th-level or higher to use it an additional time.

Oath of the Shield

Oath of the Shield (Level 3)

While most paladins are known for the wrath they pour out upon their foes, those who swear the Oath of the shield use their power to defend. Known as Divine Shields, these noble warriors stand as protectors of the innocent and defenseless. Bravely placing themselves between their allies and danger, a Shield paladin is an invaluable ally to have on the battlefield.

Shield Warrior Fighting Style

The Shield Warrior Fighting Style is available to paladins who wish to take the Oath of the Shield:

Shield Warrior

Shields count as martial melee weapons for you. On hit, they deal bludgeoning damage equal to 2d4 + your Strength modifier. If you are wielding a shield and nothing in your other hand, you gain a +1 bonus to your Armor Class and to damage rolls with your shield attacks.

Tenets of the Shield

Paladins of the Shield become one with the armament from which they draw their name, and their Oath reflects that:

Immovable Bastion

When you make a choice, you must stand by your decision. When you vow to defend another, you must stand by them no matter the dangers you may face.

Shield the Innocent

You are a shield for the defenseless. Power has been given to you so that you may protect those who cannot protect themselves, especially those who don't know how to fight or are unjustly made victims of violence.

Channel Divinity

At 3rd level you gain the following Channel Divinity options:

Divine Aegis

As an action, you can hold aloft your holy symbol and project a shining protective aura that extends in a 10-foot radius from you, which lasts until you move. Any creature within this radius gains the benefits of half cover.

Holy Abjuration

As a reaction when you take damage from a spell or another magical effect, you can grasp your holy symbol and invoke this Channel Divinity. The damage you would take from the spell or magical effect is reduced by an amount equal to your paladin level + your Charisma modifier (minimum of 1). If this reduces the damage of the spell or effect to zero, the entire spell or effect is dispelled.

Oath Spells

You gain oath spells at the paladin levels listed.

Aura of Defense (Level 7)

Your force of will can deflect blows that would harm those who fight by your side. Starting at 7th level, when a creature within 10 feet of you is hit by an attack, you can use your reaction to add your Charisma modifier (minimum of +1) to the creature's Armor Class against the triggering attack.

At 18th level the range of this aura increases to 30 feet.

Adamant Stance (Level 15)

Once you take your stand there is nothing that can force you to move. Starting at 15th level, you cannot be moved against your will. Also, when you are forced to make an ability check to resist being grappled you can add your Charisma modifier (minimum of +1) to the result of your ability check.

Divine Bulwark (Level 20)

At 20th level, you can use your action to exude the ultimate Divine Aegis of protection in a 30-foot radius from you. When you do so, you gain the following benefits for one minute:

  • You gain temporary hit points equal to your paladin level.

  • As a bonus action on your turn, you can grant yourself temporary hit points equal to your paladin level.

  • Creatures within range gain the benefits of half cover.

  • When a creature within range takes damage, you can choose to take the damage in place of them.

Once you use this feature, you must finish a long rest before you can use it again, unless you spend a spell slot of 5th-level or higher to use it an additional time.

Oath of the Silverhair

Oath of the Silverhair (Level 3)

Mercy and redemption are two sides of the same blade.

— Jarlaxle

Paladins who take upon themselves the Oath of the Silverhair are staunch followers of Eilistraee and are exceptionally dedicated to her ideals of mercy and redemption. They are most often found defending or rescuing those who wish to shake off the chains of wicked gods such as Lolth and Vhaeraun.

Like most followers of Eilistraee, these paladins prefer to use non-lethal means whenever possible, and are dedicated to the idea that all people are capable of redeeming themselves.

Tenets of the Silverhair

Mercy

Violence only begets more violence. Only by refusing to slay our enemies will we ever see a day in which we can all be united.

Protection

Those who have left their old lives are often followed by the evils of their past, it is my duty to see that these evils are repelled.

Redemption

No foe is so far gone that they cannot be saved. Indeed, most are simply misguided or unaware that they have a choice.

Oath Spells

3rd-level Oath of the Silverhair feature

You gain oath spells at the paladin levels listed in the Oath of the Silverhair Spells table. See the Sacred Oath class feature for how oath spells work.

Channel Divinity

3rd-level Oath of the Silverhair feature

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Second Impression

As a bonus action, you present your holy symbol and force one creature you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, the creature forgets any interactions it has had with you in the last 10 minutes.

Words of the Maiden

You can use your Channel Divinity to interrupt combat and seek a non-violent resolution. As an action, you present your holy symbol and force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature is incapacitated until the end of your next turn. Creatures that do not understand any languages are immune to this feature, and the effect ends immediately on a creature that takes damage or sees one of its allies take damage.

Aura of Eilistraee (Level 7)

7th-level Oath of the Silverhair feature

Blessings of Eilistraee rest on you and your companions. When you or a friendly creature within 10 feet of you takes damage, that damage is reduced by an amount equal to your proficiency bonus. A creature can only benefit from this feature once per turn.

At 18th level, the range of this aura increases to 30 feet.

Non-Lethal Technique (Level 15)

15th-level Oath of the Silverhair feature

When you reduce a creature to 0 hit points and choose to deal non-lethal damage by knocking the creature unconscious, you gain a number of temporary hit points equal to the number of hit points the creature had remaining before it was knocked out.

Shaded Salvation (Level 20)

20th-level Oath of the Silverhair feature

You can harness the saving power of Eilistraee. As an action, you cause the following effects to occur:

  • You can choose to immediately roll a number of your hit dice, dividing the total amount of healing provided as you choose among any creatures of your choice that you can see within 60 feet of you.

  • All creatures of your choice that you can see within 60 feet of you are granted the effects of the death ward spell for 1 minute.

Once you use this feature, you can't use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.

Oath of the Slain

Oath of the Slain (Level 3)

The Slain are paladins that have embraced their inevitable death, emulating their Vanir hero, Thonir, and intending to serve him in their afterlife. They enforce clan law and often serve as executioners, ridding the raiders of criminals and the corrupt. The Slain believe the laws they follow are above those of the living.

Those that take the Oath of the Slain often paint their faces white and their tattoos often resemble death wounds. Primarily loners, the order meets rarely, usually only during the Gathering at Drifthall every eight years, where they exchange knowledge and take on apprentices.

However, though unusual, it is not unheard of for a few members of the order to temporarily band together to take on a larger threat.

Other Beliefs

Though paladins of other realms are welcome to explore Grimnir, work with your game master to ensure they fit the flavor of the world. The raiders can be a brutal people and a truly righteous paladin may struggle to find their place in this world.

Tenets of the Slain

Glory

You desire to prove your worth to the gods and undertake dangerous endeavors to gain glory to honor them and ensure you are worthy of standing at their side in the afterlife.

Incorruptible

The laws of Grimnir are above all other things, including friends and relationships. You know what is right or wrong and it is your duty to enforce a law in a righteous but fair manner.

Death is the Beginning

Dying only transforms you into a greater being to serve the will of the gods.

Prepare for the End

Wealth is meant to be spent to better Grimnir and its peoples, and for preparing them against the inevitable end of the world.

Oath Spells

Starting when you swear your oath at 3rd level, you gain Oath Spells at the listed levels and always have them prepared.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Fight to the Last

Immediately after you damage an opponent you may use your Channel Divinity as a bonus action to heal creatures of your choice within 15 feet of you. You may distribute hit points equal to twice your level in this class among the creatures you've chosen. If a creature was at 0 hit points when you use this feature on them, this healing effect is doubled for them.

Mark of the Executioner

As a bonus action you can use your Channel Divinity to mark an enemy for execution. For the next minute, whenever you attack this marked creature, you score a critical hit on an 18 or higher.

Aura of the Executioner (Level 7)

Starting at 7th level, you always emanate an aura that grants you and your allies increased focus when attacking enemies. You, and any allies within 10 feet of you, may add 1d4 to all attack rolls made each turn. This benefit ends if you become incapacitated.

At 18th level, the range of this aura increases to 20 feet and the attack roll bonus increases to 1d6.

A Glorious Sacrifice (Level 15)

Starting at 15th level, your dedication prevents you from dying easily and if you die, no spell, magical effect, or other feature can ever make you return to life as an undead creature. Additionally, after taking damage that reduces you to 0 hit points and does not kill you outright, you may use your reaction to temporarily thwart death and remain conscious. You immediately take an extra turn, interrupting the current turn, but can only take the Attack action as well as any movement required to reach an enemy to attack. The movement provided by this feature does not provoke opportunity attacks.

You are considered to have failed one death saving throw by activating this feature and while you have 0 hit points, damage against you causes you to fail another death saving throw (three death saving throw failures will kill you). When the extra turn ends, you fall unconscious if you still have 0 hit points.

Once you use this feature, you cannot use it again until you finish a long rest.

Justice Delivered (Level 20)

Starting at 20th level, you are grimly determined to have a death worthy of the greatest of heroes. You may use an action to undergo a transformation that lasts for 1 minute (or until you are incapacitated or killed). During this time you have the following benefits:

  • Impervious Flesh
  • Of One Mind
  • Might of the Gods

Once you use this feature, you cannot use it again until you finish a long rest.

Oath of the Spelldrinker

Oath of the Spelldrinker (Level 3)

The Oath of the Spelldrinker is devoted to ridding the world of renegade mages, such as liches or the occult, in order to protect the helpless from the forces of evil magic. The paladins who swear this oath believe in maintaining the balance of power between the ordinary and the extraordinary, including themselves. These paladins are resourceful and quick to remember their own mortality and privilege, often choosing to pursue mundane solutions before magical ones. Despite their caution, these wardens of balance are exemplary arcanists who can feel the weave of magic in the world as keenly as some of the finest sorcerers.

Tenets of the Spelldrinker

The tenets of the Oath of the Spelldrinker were written and passed down by cautious guardians set to rid the world of evil mages. They emphasize balance within oneself through the following tenets:

Be the Sword

Be a stalwart champion of fairness and equality among all. The sword doesn't cheat fate: it dances with it.

Be the Shield

Defend the innocent against the forces of rampant magic. The shield is patient and unwavering in the face of the unknown.

Be the Spell

Use your power to provide balance and guidance. The spell can lead to prosperity as easily as it can to ruin: you must always choose the righteous path.

Oath Spells

You gain oath spells at the paladin levels listed.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Absorb Magic

You can refute certain spells and use them to nourish yourself. Using your Channel Divinity, you can interrupt a creature you can see within 30 feet of you casting a spell. You can use a reaction when you see a creature within range casting a spell to present your holy symbol and interrupt it. The spell fails and has no effect if it is of a level no higher than 1 + your paladin level divided by 3 (rounded up), to a maximum of 6th-level spells. When it does, you gain a number of temporary hit points equal to your Charisma modifier, plus 5 times the spell's level.

Expeditious Command

You can use your Channel Divinity to issue a word of power and release a wave of invigorating energy from your holy symbol. As a bonus action, choose a number of creatures within 30 feet of you up to your Charisma modifier (minimum one creature). Until the start of your next turn, the chosen creatures can use a bonus action to take either Dash or Disengage action. As part of using your Channel Divinity in this way, you can also take either the Dash or Disengage action.

Bonus Proficiency

Starting at 3rd level, you gain proficiency in the Arcana skill.

Aura of Disruption (Level 7)

Beginning at 7th level, the arcane energy that hangs around you is volatile to enemy spellcasters. Whenever a hostile creature ends its turn within 10 feet of you while concentrating on a spell, it must succeed on a Constitution saving throw against your paladin spell save DC or lose concentration on the spell. In addition, you and friendly creatures within 10 feet of you can't be perceived through magical scrying sensors.

At 18th level, the range of this aura increases to 30 feet.

Armored Focus (Level 15)

Starting at 15th level, while you are concentrating on a paladin spell, your concentration can't be broken as a result of taking damage.

Arcane Conduit (Level 20)

At 20th level, as an action, you can emanate a field of crackling magic in a 30-foot radius. For 1 minute, you gain the following benefits:

  • You have resistance to damage from spells and have advantage on saving throws against spells.

  • Whenever a creature hits you with a melee attack, that creature takes force damage equal to your Charisma modifier (minimum of 1) as magical energy lashes out at them.

  • When you expend a spell slot of 1st level or higher, friendly creatures in the field regain a number of hit points equal to your Charisma modifier (minimum of 1), while hostile ones take force damage equal to the same amount instead.

Once you use this feature, you can't use it again until you finish a long rest.

Oath of the Sultansworn

Oath of the Sultansworn (Level 3)

The Sultansworn were once known as fierce warriors who pledged their lives in the defense of the Sultan or Sultana of their land. These steadfast protectors sworn an oath to their rulers and their ideals, becoming paragons of justice in their cities.

Today, paladins who take the oath of the Sultansworn make this oath to protect someone of great importance, being provided with a wide selection of tools to ensure the safety of their charges.

Tenets of the Sultansworn

3rd-level Oath of the Sultansworn feature

The ideals of the Sultansworn change alongside the person who they are sworn to protect. These tenets have guided them through this ever changing path.

Shield

Your leader is a beacon who will guide the land to prosperity. Protect them at all costs.

Sword

You are the sword which will protect and enforce their ideals.

Armor

You are the armor that will protect their interests.

Oath Spells

3rd-level Oath of the Sultansworn feature

You gain oath spells at the listed paladin levels.

Channel Divinity

3rd-level Oath of the Sultansworn feature

When you take this oath at the 3rd level, you gain the following two Channel Divinity options.

Cover

As an action you are create an aetherial link with a nearby ally. All damage that ally would take is received by you instead. The link lasts a number of rounds equal to your Charisma ability modifier. You may break the link prematurely as a bonus action. The creature you are linked to must remain within 10ft. of you or the link is broken.

Ultimatum

As an action your body releases threatening energy in a 30ft. radius. All hostile creatures make a Wisdom saving throw. On a failed save, the creature is provoked by you, having disadvantage on any battle actions against targets other than you for a number of rounds equal to your Charisma ability modifier. On a successful saving throw, creatures are provoked for half as long, rounded down.

Aura of the Divine Veil (Level 7)

7th-level Oath of the Sultansworn feature

Beginning at the 7th level, allies within 10 ft. of you are protected by a divine veil. As a reaction, you may choose to redirect half the damage an ally would receive to yourself.

At the 18th level, the range of this aura is increased to 30 ft.

Shield Oath (Level 15)

15th-level Oath of the Sultansworn feature

Beginning at the 15th level, your oath of protection has allowed you to block attacks easier. Using your reaction, you may spend one hit die to reduce the attack roll by the result of the roll.

Hallowed Ground (Level 20)

20th-level Oath of the Sultansworn feature

Beginning at the 20th level, you mastered a technique to channel your will into an impregnable barrier. As an action, you create a barrier which blocks all damage for a number of rounds equal to half your Charisma ability modifier rounded down. You must then finish a long rest to use Hallowed Ground again.

Oath of The Sun

Oath of The Sun (Level 3)

In the wastes, the sun is a double-edged sword: though it brings light, warmth, and nourishment to the desert's scant greenery, it also burns, blinds, and can destroy those who do not respect it. Paladins who take the Oath of the Sun understand the sun's dual nature, and strive to both bring its light to the darkest reaches of the world and protect those who fall prey to the sun's rays out of happenstance or misfortune.

Unlike other paladins, most brothers who take the Oath of the Sun belong to a clergy of a sun god of some sort, be it Amaterasu, Apollo, Ra, or any other. They most often serve as templars, protecting their temples from raiders, bandits, and more supernatural threats. They are uniformly good, but have little adherence to laws other than those of their faith.

Tenets of The Sun

The Oath of the Sun is always taken in public at the height of noon, among the congregation of the paladin's church.

The Sun Rises

The sun rises over the horizon each day, without fail, spreading light over the whole of the world. So should you never fail in your task to spread your faith and knowledge every day.

The Sun Blazes

Under the noonday sun, only the pure may survive for long. Those that fear the sun must see its light, so as to burn away their impurity.

The Sun Sets

The sun must rest each night, and give the world a chance to sleep. So too should you give rest to your fury and righteousness in the service of mercy, though only to those who deserve it.

Oath Spells

You gain oath spells at the paladin levels listed.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Glorious Radiance

As an action, you can use your Channel Divinity to radiate sunlight. While this effect is active, you shed bright light out to a radius of 30 feet. Additionally, you gain a number of temporary hit points equal to your paladin level + your Charisma modifier. If a creature hits you with a melee attack while you have these hit points, you can use your reaction to deal 5 points of radiant damage to it. This effect lasts for 1 hour, ending early if the hit points are expended or you dismiss it on your turn (no action required). When you reach 11th level, the effect deals 10 points of radiant damage, and at 17th level, it deals 15 points of radiant damage.

Solar Flare

As an action, you can emit a blinding flash of light using your Channel Divinity. When you do so, each creature you choose within 20 feet of you must make a Constitution saving throw or be blinded for 1 minute. A blinded creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.

Sun's Warmth (Level 7)

At 7th level, you and all friendly creatures within 10 feet of you have resistance to cold and fire damage, and can tolerate temperatures as low as -50 degrees Fahrenheit and as high as 300 degrees Fahrenheit. Additionally, when you deal fire damage, you can choose to deal radiant damage instead, or vice versa.

At 18th level, the range of this aura increases to 30 feet.

Incandescent Fury (Level 15)

At 15th level, the damage die for your Improved Divine Smite becomes a d10.

Zenith (Level 20)

At 20th level, as an action on your turn, you can fill yourself with the sun's brilliant wrath. You can cast the spell sunbeam without using a spell slot. Additionally, at the start of each of your turns during this spell's duration, you regain hit points equal to your Charisma modifier if you have no more than half your hit points left. Once you use this ability, you must finish a long rest before you can do so again.

Oath of the Swarm

Oath of the Swarm (Level 3)

The Oath of the Swarm is seldom sworn to a single deity. Instead, paladins of this oath vow themselves to their nation and people. They believe that to achieve greatness as a community, its people have to come together as one. However, these Paladins go even further than that. They do not only unite their people, but unite them to strike down that which threatens their nation. They are masters in weaponizing their people. As its always said: Offense is the best defense.

Tenets of the Swarm

The exact Tenets of the Oath of the Swarm may vary; they depend on which group the paladin belongs to. However, they generally emphasize the following tenets.

  • One Body.
  • One Mind.
  • One Spirit.

Oath Spells

You gain oath spells at the paladin levels listed.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

  • Swarm Smite.
  • Hivemind.

Mindshield (Level 7)

Starting at 7th level, you and friendly creatures within 10 feet of you have resistance to psychic damage and advantage on saving throws against being charmed.

At 18th level, the range of this aura increases by 30 feet.

Soothing Hymn (Level 15)

Beginning at 15th level, when you use your lay on hands ability to heal any number of hit points, every creature that is linked through your hivemind channel divinity ability regains the same amount of hit points as well.

Swarm Lord (Level 20)

At 20th level, you extend your mind to lead your swarm to victory. For 1 minute, you gain the following benefits:

  • If one creature linked by Hivemind can see or hear a creature or an object, all creatures linked by Hivemind can see or hear it.

  • You can use Swarm Smite and Hivemind without expending your channel divinity.

  • Once per turn as a bonus action, you can choose an allied creature within 30 feet of you. It can immediately make a melee or ranged weapon attack or move up to its speed.

Once you use this feature, you can't use it again until you finish a short or long rest.

Oath of the Templar

Oath of the Templar (Level 3)

The Oath of the Templar calls to paladins who seek to subdue or eliminate the threats of the arcane. Whether if these threats are in the form of necromantic cults, an overly zealous casters, or dealing with a Lich, these paladins are specifically trained for these encounters.

Tenets of the Templar

A paladin who takes the Oath of the Templar has the following tenets to uphold, even if the exact wording will vary.

Courage

You must be willing to do what needs to be done for the sake of order, even in the face of overwhelming odds.

Duty

Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you.

Vigilance

You must always be ready to act when the need arises.

Oath Spells

You gain oath spells at the paladin levels listed.

Channel Divinity: Arcane Dampening

You can your Channel Divinity to lessen the injury from a magical effect. When you or an ally within 30 feet of you, is hit by a magical effect, you can use your reaction to half the damage of a spell or other magical effects.

Channel Divinity: Seal Magic

You can use your Channel Divinity to prevent a foe from casting magic. As an action, you can choose a creature within 30 feet of you that you can see. The creature must succeed on a Wisdom saving throw or have its magic sealed for 1 minute, during which time it is unable to cast spells. While its magic is sealed, the creature repeats the saving throw at the end of each of its turns. On a success, the effect ends.

Silencing Strike (Level 7)

Beginning at 7th level, your attacks can silence your enemies. Once per turn, when you hit a creature with an attack you can force them to make a Wisdom saving throw. On a failed save, they become deafened and unable to speak until the end of its next turn.

You can use this ability a number of times equal to your Charisma modifier. You regain all expended uses when you complete a long rest.

Arcane Renewal (Level 15)

Starting at 15th level, once per turn, when you cause a spell to end by using Counterspell, Dispel Magic, interrupt a hostile caster's concentration on a spell or by using your Cleansing Touch feature, you regain a number of hit points equal to 5 x the spell's level.

Templar's Zeal (Level 20)

At 20th level, your presence causes the use of magic to become more difficult. As an action you gain the additional benefits for 1 minute:

  • You and your allies within 30 feet of you have resistance against spells and gain advantage on saving throws against spells and other magical effects.

  • When a hostile creature within 60 feet of you that you can see tries to cast a spell, you can use your reaction to force the creature make a wisdom saving throw. On a failure, the spell fails to be cast.

  • Creatures of your choice within 30 feet of you have disadvantage on saving throws to maintain concentration on a spell.

Once you use this feature, you can't use it again until you finish a long rest.

Oath of the the Unbroken

Oath of the Unbroken (Level 3)

'We are not your slaves. We were born bowed. But we are unbroken.' Such were the words spoken to King Boranel of Breland by Bastion, his warforged friend and companion.

Warforged are weapons. It is what they were created for. But now the warforged are free, and each of them must discover for themselves what kind of weapon they will be. Every warforged must now decide who or what they will fight for. Warforged paladins who swear the Oath of the Unbroken have decided to fight for their them.

Tenets of the Unbroken

There is no central authority or unified coda for the Oath of the Unbroken. Every warforged paladin who swears this oath has come to it in their own way but shares the same ideals.

Freedom

You were forged into servitude, but now are free. You have yet to fully explore your freedom, but you know it is precious. All living beings deserve to decide for themselves their own fates, you are certain.

Compassion

Have empathy for your enemies, even if you must fight them. Some have lived a life of nothing but violence and know no other way.

Patience

The warforged will not die of old age, so you are told. Therefore, you have no need to rush to conclusions or make rash judgments. Make sure your actions do not encroach on the freedom of others and be understanding of those who have yet to see your wisdom.

Guide, not Command

The warforged were indoctrinated to take orders, and you know that even in freedom many warforged still seek a strong leader to follow. Though you abhor the thought of commanding obedience, you know it is your duty to guide all who will listen in the virtues of compassion, patience, and freedom.

Oath Spells

You gain oath spells at the paladin levels listed.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Break Command

As a reaction, you use your Channel Divinity and shout a divine word that can break an ally free of mental chains. One ally within 30 feet that can hear and understand you may immediately attempt another saving throw with advantage against any one effect imposed upon them by a failed Intelligence, Wisdom, or Charisma saving throw. If this saving throw succeeds, the effect on them ends immediately.

Sacred Bulwark

As an action, you can imbue one shield you touch with positive energy, using your Channel Divinity. For 1 minute, whoever is using the shield gains temporary hit points at the start of each of their turns equal to your Charisma modifier. The shield also emits a bright light in a 20-foot radius and dim light 20 feet beyond that. If the shield is not already magical, it becomes magical for the duration.

You can end this effect at any time (no action required) even if it is not your turn. If you fall unconscious, this effect ends. When it ends, any temporary hit points granted by the effect disappear.

Aura of Freedom (Level 7)

Starting at 7th level, you and friendly creatures within 10 feet of you can't become paralyzed while you are conscious.

At 18th level, the range of this aura increases to 30 feet.

Blessed Guidance (Level 15)

When you reach 15th level, you learn the guidance cantrip. When you cast guidance, its casting time is one bonus action and it has a range of 30 feet. It targets all allies who can see and hear you, and targets may add the d4 roll to either an ability check or an attack roll.

Beacon of Liberty (Level 20)

At 20th level, you are the guiding light for all who walk the path of freedom. As an action, you can emanate an aura of gleaming sunlight. For 1 minute, bright light shines from you in a 30-foot-radius, and dim light shines 30 feet beyond that.

Whenever you start your turn, and whenever an ally starts its turn in the bright light, you and they are affected as by the freedom of movement spell until the start of their next turn.

In addition, you and all allies within the bright light have advantage on all Intelligence, Wisdom, and Charisma saving throws.

Once you use this feature, you can't use it again until you finish a long rest.

Oath of the Tormented

Oath of the Tormented (Level 3)

The Oath of the Tormented was an oath far too many swore. Haunted by their past, paladins who swore this oath could never fully let go of what had happened. A deep darkness grows within them. Some use this darkness as an ally, using it as a tool to defeat their foes. Others swore to never let that darkness touch anybody else. Those who swore the Oath of the Tormented chose both.

Tenets of the Tormented

Each Paladin that swears the Oath of the Tormented tailors it to themselves. The event that haunts your past is a deeply personal and sacred thing, and to generalize would be unfitting. Generally, those who swear this oath share these principles.

  • Protect Innocence

    Some people will never know war, will never take up arms. You must ensure this does not change

  • Courage

    Most run away from danger. You run towards it, ready to protect those who cannot protect themselves.

  • Remembrance

    Death is a constant. Those who have passed into the next life cannot be forgotten.

  • Crush Evil

    Those who wish harm upon the innocent are abominations. They must be exterminated.

Oath Spells

Channel Divinity: Sentinel of the Weak

As a bonus action, you begin to act as a guardian, protecting those who cannot protect themselves. A number of creatures equal to your charisma modifier of your choice within 20 feet of you must make a wisdom saving throw. On a failed save, a creature cannot move farther than 30 feet away from you, and they have disadvantage on attacks against any other creature. These effects last for 1 minute.

Channel Divinity: Champion of the Night

As a bonus action, you can invoke the power of darkness to be your ally. For 1 minute, your weapon attacks score a critical hit on a roll of 19 or 20 on the d20. Additionally, for this duration, you turn bright light to dim light and dim light to darkness within 10 feet of you.

Aura of the Night (Level 7)

Beginning at 7th level, your connection with the darkness has grown, allowing you to spread that connection with others. You and friendly creatures within 10 feet gain resistance to cold and necrotic damage, and can see through magical darkness to a range of 30 feet.

At 18th level, the range of this aura increases to 30 feet.

Unwavering Guardian (Level 15)

Starting at 15th level, you are immune to the charmed and paralyzed conditions.

In addition, you are also adept at hiding in darkness. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.

Hero of the Night (Level 20)

At 20th level, you can become the ultimate defender of the innocent, the bane of evil. Depending on the exact nature of your oath, you might assume a shadowy form, or perhaps enter a state of pure focus.

As an action, you undergo a transformation. At the start of this transformation, choose a number of creatures within 60 feet equal to your Charisma modifier. These creatures are under the effect of the sanctuary spell

For 1 minute, you also gain the following benefits:

  • You become cloaked in darkness, becoming heavily obscured.

  • You have resistance to bludgeoning, piercing, and slashing damage.

Oath of the Unconquered

Oath of the Unconquered (Level 3)

Oath Spells

You gain oath spells at the paladin levels listed.

Adamantine Bulk

You can use your Channel Divinity to use the following ability. When you take damage, you can use your reaction to reduce all damage dealt to you by an amount equal to three times your Paladin level.

Unstoppable Tilt

You can use your Channel Divinity to use the following ability. As an action, you can move up to your speed in a straight line and charge ahead. You can move through enemy creatures, and the first enemy creature you come in contact with must make a Strength saving throw, taking #$prompt_number:min=1,title=Enter your proficiency bonus.,default=2$#d8|XD8 bludgeoning damage (X being your proficiency bonus) and being forcefully moved along with you until you finish your movement. On a success, they take no damage and are not moved, instead they're forced to be shunted 5 feet in a direction outside of your movement (their choice). If there isn't enough space to be shunted, the creature automatically fails. All other creatures you, or the creature you are carrying, pass through must also make the save or take 2d8 bludgeoning damage and be knocked prone, with no damage and without being knocked prone on a successful save, instead being shunted as per the rules of the first target. Creatures that are two sizes larger than you have advantage on the save and creatures that are three sizes larger than you and above end your movement as if you crashed into an object or wall.

Aura of Iron (Level 7)

At 7th level, you and any creature of your choice within 10 feet can reduce any non-psychic damage dealt to them by an amount equal to your Charisma modifier (a minimum of 1) once per turn.

At 18th level, the range of this aura increases to 30 feet.

Living Fortress (Level 15)

At 15th level, you can no longer be restrained or forcefully moved. Additionally, allies that are adjacent to you, and are your size category or smaller, can use your AC instead of their own when targeted by an attack.

Oath of the Unconquered

Oath of the Unconquered (Level 3)

Unconquered Paladin's are soldiers who dedicate themselves to defending the ideals of freedom, prosperity and fighting those would use strength and violence to subdue and rule the weak. Commonly called Bulwark Knights, and The Unbroken, these soldiers stride into battle with defencive magics alight, making them mobile fortresses that can withstand the wroth of kings, emperors and gods.

Tenets of the Unconquered

Defend the Weak.

When walls and shields are not enough you must be there to be their bulwark against destruction.

Challenge the Strong.

You are unbreakable. Show no fear, and take little caution. The tyrants are your nemesis, and you theirs.

Kindle Courage

When there is doubt, you must be ann anchor for the courage and will of those around you.

Oath Spells

You gain oath spells at the paladin levels listed.

Channel Divinity: Adamantine Bulwark

Anytime you take damage from an attack or spell, you can use your reaction and your channel divinty to reduce all damage you take by an amount equal to three times your paladin level.

Channel Divinity: Unstoppable Charge

As an action, you can use your Channel Divinity to move up to your speed in a straight line. You can move through enemy creatures and the first enemy creature that is up to one size larger than you that you come into contact with must succeed on a strength saving throw or take bludgeoning damage equal to 2 d8 + your paladin level, and be forcibly moved along with you until you finish your movement.Each other creature whose space you, or the creature you 're pushing, pass through must succeed on a dexterity saving throw or be knocked prone.

Aura of Iron (Level 7)

Starting at 7th level, you emanate so many protective magics that it is almost palpable. You and friendly creatures within 10 feet of you reduce all damage taken by an amount equal to your charisma modifier (minimum 1) You reduce damage this way before resistances have been calculated.

At 18th level, the range of this aura increases to 30 feet.

Living Fortress (Level 15)

At 15th level, you have come to embody many qualities of an actual fortress. You can no longer be forcibly moved by spell effects, or by abilities used by creatures up to one size larger than you. Additionally, allies who are within 5 feet of you, and are of your size or smaller, gain the benefits of half cover.

Unbreakable Defender (Level 20)

At 20th level, you can use an action to create an additional layer of armor made of solidified radiant energy that appears over your form. For one minute you gain the following benefits:

  • If an attack or spell that deals damage would damage you for 15 hit points or less, you ignore it.

  • Anytime a hostile creature that makes a ranged attack against an allied creature within your Aura of Iron, you can roll a d6, on a 4 or higher you become the target of the attack instead.

  • Allied creatures within 30ft of you always gain the benefits of half cover.

Once you use this feature, you can't use it again until you finish a long rest.

Oath of the Vigilante

Oath of the Vigilante (Level 3)

Paladins of the College of Vigilante are in the public's eye by day, while working for an agency or organization by night. These Paladins might simply be famous because who they are, or they may have earned their status because what they've done.

Tenets of the Vigilante

The following virtues are common to all paladins, even though the situations and laws might be different on each case:

Justice in Your Hands

Sometimes you must step outside the law to exact justice for keeping peace.

Hunt

Seek out those who might do harm to the innocent, even if they hide.

Eliminate the Guilty

The guilty must be destroyed in order for the innocent to live in peace.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Vigilante Spells

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Channel Divinity: Hunter of the Evil

You can use your Channel Divinity to strike with divine accuracy upon a creature. When you make an attack roll, you can also use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

Channel Divinity: Smite the Guilty

As an action, you present your holy symbol and speak a prayer, using your Channel Divinity. Choose one creature within 30 feet of you that you can see. That creature must make a Wisdom saving throw. On a failed save, the creature has disadvantage on its attack rolls until the end of your next turn. Additionally, the creature can only take an action or bonus action on its next turn.

Vigilant Aura (Level 7)

By 7th level, you and all friendly creatures within 10 feet of you cannot be surprised. At 18th level, the range of this aura increases to 30 feet.

Street Watch (Level 15)

Starting at 15th level, while in an urban environment, you can't be charmed and you have advantage on initiative rolls.

Eternal Vigilant (Level 20)

At 20th level, as an action, you become an entity of true and divine judgment. For 1 minute, you gain the following benefits:

  • You have advantage on attack rolls you make against creatures which have attacked you or a friendly creature in the last minute.

  • You can use Smite the Guilty once per round as a bonus action without using your Channel Divinity.

Oath of the Void

Oath of the Void (Level 3)

The Oath of the Void specializes in safeguarding the lost knowledge of the multiverse and the stars beyond. Similar to warlocks that pledge themselves to ancient and unknowable eldritch beings, paladins of this oath are given access to dark and ancient secrets—and then magically sequestered from them. By using their minds as a chamber of secrets unreachable by even them, they preserve the knowledge of the cosmos from prying forces while retaining a profound appreciation and memory of the natural order of the multiverse.

Paladins that take this oath (sometimes called voidknights) may be plagued by lost memories, yet remember they bear a burden of knowing too much—without understanding what it is. Some spend their lives dedicating themselves to the study and archiving of information, whereas others devote themselves to protecting the world against otherworldly forces.

Tenets of the Void

The tenets of the Oath of the Void are passed down through necessity by the unknowable forces preserving the fabric of the multiverse. This oath emphasizes the value of knowledge with restraint, as to know too much is to open oneself up to unimaginable powers far greater than can be reckoned.

Paladins that uphold this oath rarely recall their initiating oaths, but have an unshakable commitment to the following tenets—which they never recall learning.

Be a Safe Harbor

I am the wall against which the Astral waters break.

Be a Guiding Star

I am the light that carves through the endless expanse.

Be a Steward of the Material

I shall guard the realms of mortals from monsters beyond their understanding.

Be a Keeper of Secrets

I shall house the secrets of my order with reverence, and upon my death, shall become a repository for my successors.

Oath Spells

You gain the following spells at the paladin levels listed:

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Astral Clarity

You can use your Channel Divinity to heighten your awareness and draw from a well of lore and arcane knowledge. As a bonus action, you grant yourself a +5 bonus to Intelligence checks for the next 10 minutes. If an Intelligence check uses a skill with which you aren't proficient, you also add your proficiency bonus to the total of the check.

Otherworldly Mark

You can use your Channel Divinity as a bonus action to mark a creature that you can see within 30 feet of you as otherworldly. In addition to its normal creature types, a marked creature is considered to have one of the following creature types of your choice for 1 minute: aberration, celestial, elemental, fey, fiend, or undead. The mark ends early if you mark another creature. When you use this Channel Divinity option, melee attacks made against the target are also made with advantage until the end of your next turn.

Aura of the Void (Level 7)

Starting at 7th level, the touch of the Astral Plane graces you and your allies with easier travel and anonymity. You and friendly creatures within 10 feet of you ignore difficult terrain and can't be targeted by divination spells or perceived through magical scrying sensors. In addition, any hostile aberration, celestial, elemental, fey, fiend, or undead must spend 2 feet of movement for every 1 foot it moves within the aura.

At 18th level, the range of this aura increases to 30 feet.

Divine Reconsideration (Level 15)

By 15th level, whenever you or another creature you can see within 30 feet of you rolls a d20, you can choose to roll a d20 and use either result (no action required). You can do so after the target makes its roll, but must decide before the GM determines the outcome of the roll. You can use this ability a number of times equal to your Charisma modifier, and you regain all expended uses of it when you finish a long rest.

In addition, immediately after you deal damage to a creature with your Divine Smite or a spell with "smite" in its name, you can mark that creature as if by your Otherworldly Mark Channel Divinity option.

Avatar of the Void (Level 20)

At 20th level, you can transform into a harbinger of the void. You can use your action to gain the following benefits for 1 minute:

  • You gain a flying speed equal to your walking speed and can hover.

  • You gain truesight out to a range of 30 feet.

  • Whenever a hostile creature within your Aura of the Void attempts to speak (such as casting a spell with a verbal component), it must first make a Wisdom saving throw against your spell save DC or be unable to speak until the start of its next turn, and any action used to do so is wasted. If the target is an aberration, celestial, elemental, fey, fiend, or undead, it makes this saving throw with disadvantage.

This effect ends early if you are incapacitated or die. Once you use this feature, you can't use it again until you finish a long rest.

Oath of the Watchers

Oath of the Watchers (Level 3)

The Oath of the Watchers binds paladins to protect mortal realms from the predations of extraplanar creatures, many of which can lay waste to mortal soldiers. Thus, the Watchers hone their minds, spirits, and bodies to be the ultimate weapons against such threats.

Paladins who follow the Watchers' oath are ever vigilant in spotting the influence of extraplanar forces, often establishing a network of spies and informants to gather information on suspected cults. To a Watcher, keeping a healthy suspicion and awareness about one's surroundings is as natural as wearing armor in battle.

Tenets of the Watchers

A paladin who assumes the Oath of the Watchers swears to safeguard mortal realms from otherworldly threats.

Vigilance

The threats you face are cunning, powerful, and subversive. Be ever alert for their corruption.

Loyalty

Never accept gifts or favors from fiends or those who truck with them. Stay true to your order, your comrades, and your duty.

Discipline

You are the shield against the endless terrors that lie beyond the stars. Your blade must be forever sharp and your mind keen to survive what lies beyond.

Oath Spells

3rd-level Oath of the Watchers feature

You gain oath spells at the paladin levels listed in the Oath of the Watchers table. See the Sacred Oath class feature for how oath spells work.

Oath of the Watchers Spells
Paladin LevelSpells

3rd

alarm, detect magic

5th

moonbeam, see invisibility

9th

counterspell, nondetection

13th

aura of purity, banishment

17th

hold monster, scrying

Channel Divinity

3rd-level Oath of the Watchers feature

You gain the following Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Watcher's Will

You can use your Channel Divinity to invest your presence with the warding power of your faith. As an action, you can choose a number of creatures you can see within 30 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). For 1 minute, you and the chosen creatures have advantage on Intelligence, Wisdom, and Charisma saving throws.

Abjure the Extraplanar

You can use your Channel Divinity to castigate unworldly beings. As an action, you present your holy symbol and each aberration, celestial, elemental, fey, or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly end its move in a space within 30 feet of you. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can take the Dodge action.

Aura of the Sentinel (Level 7)

7th-level Oath of the Watchers feature

You emit an aura of alertness while you aren't incapacitated. When you and any creatures of your choice within 10 feet of you roll initiative, you all gain a bonus to initiative equal to your proficiency bonus.

At 18th level, the range of this aura increases to 30 feet.

Vigilant Rebuke (Level 15)

15th-level Oath of the Watchers feature

You've learned how to chastise anyone who dares wield beguilements against you and your wards. Whenever you or a creature you can see within 30 feet of you succeeds on an Intelligence, a Wisdom, or a Charisma saving throw, you can use your reaction to deal 2d8 + your Charisma modifier force damage to the creature that forced the saving throw.

Mortal Bulwark (Level 20)

20th-level Oath of the Watchers feature

You manifest a spark of divine power in defense of the mortal realms. As a bonus action, you gain the following benefits for 1 minute:

  • You gain truesight with a range of 120 feet.

  • You have advantage on attack rolls against aberrations, celestials, elementals, fey, and fiends.

  • When you hit a creature with an attack roll and deal damage to it, you can also force it to make a Charisma saving throw against your spell save DC. On a failed save, the creature is magically banished to its native plane of existence if it's currently not there. On a successful save, the creature can't be banished by this feature for 24 hours.

Once you use this bonus action, you can't use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.

Oath of the Watchtower

Oath of the Watchtower (Level 3)

The Oath of the Watchtower is devoted to the stewardship of its land and the people who live there. While traditional paladins leap to meet danger head-on, paladins who swear this oath are empowered to smite evil where it stands from afar. Often reserved by their very nature, these paladins stand as stoic landmarks in the midst of turmoil, and offer guidance and safety to those in their care. Many have served as town guards or stood watch atop castle battlements, and are equally likely to favor a bow and arrow as they are a sword and shield.

Tenets of the Watchtower

The tenets of the Oath of the Watchtower hold a paladin to protect their flock and keep an ever-mindful eye, as danger is always lurking in the shadows.

  • Guard the Flock

    Your vigilant watch is the first line of defense against impending evil.

  • Harbor the Weary

    Your steadfast protection provides comfort and safety.

  • Show the Way

    Your patience and guidance shine a light for others to find their path.

Oath Spells

You gain the following spells at the following levels:

Channel Divinity

When you take this oath at 3rd level, you gain the following Channel Divinity option.

Divine Sniper

You can empower a weapon with divine precision using your Channel Divinity. As a bonus action, you touch a bow or crossbow within your reach. You can use your Charisma modifier, instead of Dexterity, for any attack and damage rolls you make with it for the next 8 hours or until you finish a short or long rest. For the duration, you can use your Divine Smite feature when you hit a target with a ranged weapon attack using it. When you do, the extra damage dice are d6s, instead of d8s.

If you later gain the Improved Divine Smite feature, you deal an extra 1d6 radiant damage whenever you hit a creature with a ranged attack using this bow or crossbow.

Warding Tower

During a short or long rest, you can create a magical ward around you to safeguard your respite using your Channel Divinity. At the start of the rest, you can spend 10 minutes warding the area in a 15-radius circle on the ground, after which point a 15 foot tall cylinder extends upward from the circle. The cylinder remains until the rest ends, you roll initiative, or you leave the area, up to 8 hours. The cylinder is transparent from the inside, but is shrouded by camouflaging illusions from the outside, allowing creatures to see to the other side of the cylinder, as if it were not there. Creatures outside the cylinder only become aware of it with a successful Wisdom (Perception) check against your paladin spell save DC, but make the check with a penalty equal to half your paladin level (rounded up). In addition, you are mentally alerted whenever a Tiny or larger creature whom you have not designated, as per the alarm spell, comes within 30 feet of the cylinder.

Any light from open flames inside the space, such as a campfire, torches, or similar, is not visible outside it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside. Until the rest ends or you leave the cylinder, you can command the interior to become dimly lit or dark.

If you have no more uses of your Channel Divinity, you can still use this option by expending a spell slot of 1st level or higher as part of creating the magical ward. When you do, the maximum number of hours that it can remain is equal to twice the level of the spell slot used.

Aura of Vilgilance (Level 7)

Starting at 7th level, you gain a bonus to Wisdom (Perception) checks you make that rely on sight; this bonus is equal to your Charisma modifier (minimum of +1). You also exude a watchful aura, which extends from you and protects you and friendly creatures within 10 feet of you. Affected creatures within the aura cannot be surprised, and opportunity attacks against them are made with disadvantage. You can choose to move the origin of your Aura of Vigilance to another willing creature. As an action when you touch a creature, or as part of the action to use your Lay on Hands feature, you can choose to make that creature the origin of your Aura of Vigilance. Alternatively, when you deal damage to a target with your Divine Smite, you can move the origin to a willing creature that you can see within 5 feet of that target. The aura originates from this creature until you are more than 150 feet away from it, until it dies, or until you use a bonus action to end the effect, at which point the aura returns to you. Moving the auras origin to a different creature removes it from the first. While the aura is originating from another creature, you can use an action to sense the direction of its location. Any other aura that you have is not moved by this feature. At 18th level, the range of this aura increases to 30 feet.

Sentinels Aid (Level 15)

Beginning at 15th level, you can use your Lay on Hands feature on a creature that you can see within 60 feet of you, instead of a creature you touch. To do so, you must expend twice as many hit points from your pool as normal. In addition, you can take the Search action as a bonus action on your turn.

Avatar of the Watchtower (Level 20)

At 20th level, your steadfast presence provides your allies with boundless confidence and protection. You can use an action to gain the following benefits for 1 minute:

  • You have resistance to bludgeoning, piercing, and slashing damage.

  • You regain 10 hit points at the start of each of your turns while you have at least 1 hit point.

  • Friendly creatures in your Aura of Vigilance are considered to have half cover against hostile attacks and effects.

Once you use this feature, you cannot use it again until you finish a long rest.

Oath of the Witchbane

Oath of the Witchbane (Level 3)

The Oath of the Witchbane is sworn by paladins that take action against vile spellcasters that abuse the Weave to wreak havoc on innocent souls. Often called Inquisitors, Seekers or Spelleaters, these paladins promote the benevolent use of magic and hunt their enemies with incredible fervor.

Tenets of the Witchbane

A paladin that takes the Oath of the Witchbane swears to hunt the abusers of magic and safeguard the Weave.

Guide the Gifted

Respect those granted magic and help guide them towards a pious path.

Know the Enemy

Arcane, divine and primal are just different manifestations of the Weave. Understand the inner workings of magic to better pursue your enemies.

Purge the Abusers

Magic is a gift of life, not a tool for destruction. Those who abuse it deserve no mercy.

Oath Spells

You gain oath spells at the paladin levels listed.

Channel Divinity

3rd-level Oath of the Witchbane feature

You gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Disjunction Shackles

You can use your Channel Divinity to restrict the use of magic. As an action, you present your holy symbol and each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature becomes unable to cast spells or expend spell slots for 1 minute. An affected creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.

Spell Parry

You can use your Channel Divinity to deflect spells. When you or another creature that you can see within 10 feet of you is targeted by a spell, you can use your reaction to attempt to parry the spell. Make an attack roll with a melee weapon you're holding, contested by the caster's spellcasting ability check. If you succeed, the spell has no effect on you or the creature within 10 feet of you that it targeted. In addition, if you succeed by 5 or more, you can redirect the spell as part of this reaction, choosing a new target for it and using the slot level of the caster, but your paladin spell save DC, spell attack bonus and spellcasting ability.

Aura of Nullification (Level 7)

8th-level Oath of the Witchbane feature

You emit an aura that nullifies harmful spells. When you or a friendly creature within 10 feet of you takes damage from a spell, that damage is reduced by an amount equal to your paladin level + your Charisma modifier.

At 18th level, the range of this aura increases to 30 feet.

Spelleater (Level 15)

15th-level Oath of the Witchbane feature

You can consume magic to augment yourself. Whenever you successfully end a spell of 1st-level or higher with counterspell or dispel magic, or reduce its damage against you to 0 with your Aura of Nullification feature, you can consume it, regaining one expended spell slot with a level up to half the spell's level or hit points equal to five times the spell's level (your choice).

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Arbiter of Magic (Level 20)

20th-level Oath of the Witchbane feature

You unleash your full authority over the use of magic. As a bonus action, you gain the following benefits for 1 minute:

  • Your melee weapon attacks deal an extra 1d8 radiant damage on a hit. This damage increases to 2d8 against creatures concentrating on spells or affected by your Disjunction Shackles.

  • You can use your Spell Parry feature without expending uses of your Channel Divinity, and you have advantage on attack rolls you make to parry spells with it.

  • The damage reduction of your Aura of Nullification is doubled, and if the damage a creature would take from a spell is reduced to 0 by it, but the spell would still affect that creature, the spell has no effect on that creature instead.

Once you use this bonus action, you can't use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.

Oath of the Working Class

Oath of the Working Class (Level 3)

The Oath of the Working Class is fully committed to protecting those engaged in manual-labour occupations or industrial work and who cannot protect themselves from the inequality perpetuated by those above them in the social chain.

When the acts of those who control the means of production become vile, the one whose flame of revolt grows unceasingly emerges as a champion of the proletariat, and under the Oath of the Working Class they incite the uprising and resistance.

Tenets of the Working Class

The tenets of the Oath of the Working Class may vary in intensity and mode of action, but all revolve around fight alongside the underprivileged against the powerful willing to limit the freedom and condition of life of those who work for them. Its central principles are simple.

Fight for Those Who Have to Work

Under inhuman working regimes, there are many who do not have the strength to do anything but keep breathing. You are the stronghold that will always seek to protect these people.

No Mercy to the Profiteers

Those who exploit my comrades do not deserve my mercy nor my respect.

Support for the Strikes

Don't be a strikebreaker. You will always support uprisings against those who own the means of production.

Make the Revolution

The forces that try to rule you and your comrades never sleep. Your plans and actions must always be aimed at the fight of the class.

Oath Spells

You gain oath spells at the paladin levels listed.

Channel Divinity

Starting at 3rd level, you gain the following Channel Divinity options.

Revolution Smite

You know how to arouse your teammates' will to fight when you land your strikes. Once per turn, whenever you hit with an attack and choose to apply your Divine Smite, you can expend your Channel Divinity to give a bonus equal your Charisma modifier in the next attack roll to all friendly creatures within 10 feet of you.

Incite the Mob

As a bonus action, you can ignite the ardor within your companions with your Channel Divinity. Each creature of your choice that can hear you within 30 feet of you gains temporary hit points equal to 1d4 + your Charisma modifier (minimum of 1) and has its speed increased by 10 feet for 1 minute.

Aura of Revolution (Level 7)

Beginning at 7th leveI, the unshakable will that flows from you to your fellows becomes almost tangible. You and friendly creatures within 10 feet of you have advantage on Charisma saving throws.

When you reach 18th level in this class, the range of the aura increases to 30 feet.

Strength in Numbers (Level 15)

Starting at 15th level, when one or more friendly creatures are within 10 feet of you, you gain a bonus to your attack rolls equal to that number of creatures (maximum of 3). Also, whenever a creature tries to hit you with a melee attack, a creature within 10 feet of you can use its reaction to give you a bonus to your AC equal to its Charisma modifier until the end of the current turn. You can only receive this bonus from one creature per turn.

Working Class Hero (Level 20)

At 20th level, you become the personification of revolution in the heart of the working class. As a bonus action, you explode your willpower, and gain the following benefits for 1 minute:

  • A glowing energy of objectivity in your eyes propels you towards your goals. Your walking speed increases by 10 feet.

  • You emanate an aura of mental resilience in a 30-foot radius. You and any ally who starts their turn within this aura can't be charmed, deafened or paralyzed.

  • When you hit a creature with an attack roll and deal damage to it, you can also force it and any other creature you can see within 40 feet of it, at your choice, to make a Charisma saving throw against your spell save DC. On a failed save, the creature drop whatever it is holding and become frightened for 1 minute.

Once you use this bonus action, you can't use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.

Oath of the Yojimbo

Oath of the Yojimbo (Level 3)

Yojimbo are sworn to protect those to whom they dedicate their service, be it an individual, a group, or an entire nation. Though Yojimbo typically pledge their allegiance to a charge and accompany them until death, a defenceless soul might find the raking claws of a dodomeki halted inches from their face by the serendipitous intervention of a wandering Yojimbo paladin. These roaming saviours traverse the realms on an unrelenting quest to shield those who can't protect themselves. Despite being in high demand—unshakeable loyalty is a coveted virtue—Yojimbo rarely pledge themselves to the wealthy or powerful. It's said that a true Yojimbo has the value of ten sellswords in battle, and ten-thousand sellswords in spirit.

Tenets of the Yojimbo

The tenets of the Oath of the Yojimbo are unflinchingly resolute. They do not change or vary, no matter whom a paladin pledges to protect.

  • Protection.
  • Strength.
  • Inspiration.
  • Self-Sacrifice.

Oath Spells

3rd-level Oath of the Yojimbo feature

You gain oath spells at the paladin levels listed in the Oath of the Yojimbo Spells table. See the Sacred Oath class feature for how oath spells work.

Channel Divinity

3rd-level Oath of the Yojimbo feature

You gain the following Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

  • Holy Ward.
  • Guardian's Intervention.

Daring Protector (Level 7)

7th-level Oath of the Yojimbo feature

Your divine power flows out from you. When an ally within 10 feet of you becomes the target of a melee attack, you can use your reaction to move up to your speed towards the attacker. If you end your movement within 5 feet of the attacker, you force it to target you with the attack instead.

At 18th level, the range of this feature increases from 10 feet to 30 feet.

True Guardian (Level 15)

15th-level Oath of the Yojimbo feature

You are a master at providing aid in battle. You can take the Help action or use your Lay on Hands feature as a bonus action. In addition, when you take the Help action, the creature you helped can add your Charisma modifier (minimum of +1) to the next attack roll or ability check it makes within the next minute.

Ultimate Protector (Level 20)

20th-level Oath of the Yojimbo feature

You can harness extraordinary defensive power to protect those around you. As an action, you become an avatar of protection, gaining the following benefits for 1 minute or until you are incapacitated:

  • Creatures of your choice other than yourself that are within 10 feet of you have a +3 bonus to AC.

  • If the creature you have designated as your ward with Holy Ward falls to 0 hit points while within 60 feet of you, you can use your reaction to cause it to fall to 1 hit point instead.

  • Your melee weapon attacks deal an extra 2d8 radiant damage while your ward is within 60 feet of you.

  • You can use Guardian's Intervention without expending a use of your Channel Divinity.

Once you use this feature, you can't use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.

Oath of Thunder

Oath of Thunder (Level 3)

Of all the servants of Perun, paladins sworn to the Oath of Thunder are his spears and arrows made flesh. Even those who don't venerate Perun recognize and honor paladins sworn to his service. Often referred to as Valkyries, paladins of this oath are almost exclusively women. They are a major force within the knightly Order of the White Lion in their Amazonian nation. Shieldmaidens of the dwarven cantons and centaur outriders also number among its adherents.

Paladins sworn to Thunder are even more reserved and humble in daily life than other paladins. That veneer splits like a thunderclap in battle, where they erupt as vicious hellions. Indeed, thundering paladins love to strike "thunder-wise," meaning suddenly and with surprise, appearing like a bolt of lightning in their enemies' midst before those enemies know what hit them. Paladins who follow the Oath of Thunder are most often devoted to the cause of good but care little about the struggle between law and chaos.

Tenets of Thunder

The Oath of Thunder stresses reserved moderation and clear purpose in daily life, along with crushing, decisive strikes on the battlefield. Paladins sworn to Thunder see aberrations and fiends as the ultimate forces of corruption in the world and strive tirelessly to thwart their designs.

Composure Is My Shield.

My deeds are my armor, and I am not easily provoked. If anyone shall insult me, I shall laugh at their ignorance. If anyone shall insult my companions, I shall show them their error.

Crush the Abomination.

Twisted creatures from beyond the world have no place in it. Aberrations and fiends will feel my blade and know death.

Decisiveness in Battle.

When the time for words has passed, I will strike first and hard to bring a swift end to my enemies. Victory is the stoutest shield for myself and my companions.

Duty Above All.

Though I drink with the gods and laugh with the valkyries, I will stand my watch. I will defend my nation. I will defend my companions.

Humility in Life.

I am a servant of the Thunder, not its master. I will live without excess, assured in my own strength without ostentation. Charity and courage are twins.

Voice Like Thunder.

My voice rings clear and true in defense of those who can't speak out for themselves. I will speak the truth, because such words echo through the ages.

Oath Spells

You gain oath spells at the paladin levels listed.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Storm Strike. As an action, you can use your Channel Divinity to infuse a ranged or thrown weapon you are holding with the wrath of a storm god. Make a ranged weapon attack as normal. In addition to the weapon attack, you create a line of lightning 5 feet wide and 60 feet long, beginning at you and extending straight toward the target. If the target is less than 60 feet from you, the line of lightning extends beyond it. Each creature in the line takes 2d10 + your paladin level lightning damage, or half damage with a successful Dexterity saving throw. If your ranged or thrown weapon attack hits, the target has disadvantage on its saving throw.

Turn the Unclean. As an action, you present your holy symbol and utter a war cry, using your Channel Divinity. Each aberration or fiend within 30 feet of you that can see or hear you must make a successful Wisdom saying throw or be turned for 1 minute or until it takes damage.

Aura of Alacrity (Level 7)

Beginning at 7th level, you and your allies within 10 feet of you add your proficiency bonus to initiative rolls.

At 18th level, the range of this aura increases to 30 feet.

Child of the Storm (Level 20)

At 20th level, you can take on the aspect of the thunder god. While at rest, you seem darkened like a thundercloud. Once in action, your clothing and hair blow wildly in a wind that arises from nowhere, your eyes flare with lightning, and your voice booms like thunder.

By using your action, you undergo a transformation. For 1 hour, you gain the following benefits:

  • You don't have disadvantage on Dexterity (Stealth) checks because of armor.

  • You have advantage on Dexterity (Stealth) checks and initiative rolls.

  • Your weapon attacks deal an additional 1d10 lightning or thunder damage (your choice when you hit).

  • As an action, you can unleash a terrifying war cry. Every enemy creature in a 30-foot cone must make a successful Wisdom saving throw or become frightened of you for 1 minute. While frightened in this way, the creature must spend its turn trying to move as far away from you as it can. It can't take reactions. For its action, it can only use the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action. A frightened creature that's more than 30 feet from you and can't see you repeats the saving throw at the start of its turn, ending the effect on itself on a success. A creature that succeeds on its saving throw can't be affected by this war cry for 24 hours.

Once you use this feature, you can't use it again until you finish a long rest.

Oath of Treachery

Aura of Vigilance (Level 7)

By 7th level, you are constantly wary of an attack, able to react quickly while you aren't restricted. When a creature you can see within 10 feet of you hits you with an attack, you can reduce the damage you take by an amount equal to 1d4 + your proficiency bonus (to a minimum of 0 damage). You must not be wearing heavy armor in order to use this ability.

At 18th level, the range of this aura increases to 30 feet, and you cannot be surprised while you are conscious.

Takes One to Know One (Level 15)

Starting at 15th level, you are so familiar with deceit that you are able to see through almost any ruse. You have advantage on saving throws against illusions, and whenever you make a Wisdom (Insight) or Wisdom (Perception) check, you can treat a d20 roll of 9 or lower as a 10.

Icon of Deception (Level 20)

At 20th level, you begin to emanate feelings of treachery, able to direct them at your enemies. As an action, you can magically transform into an avatar of deceit, gaining the following benefits for 1 minute:

  • You can use your bonus action to become invisible. This invisibility ends when you take an action or a reaction while you are in an area of bright light.

  • If you have advantage on an attack roll, you gain a bonus to the damage roll equal to your Charisma bonus (minimum +1).

  • When a creature hits you with an attack, it must make a Wisdom saving throw against your spell save DC. On a failed save, you choose what it does for its action during its next turn, though you cannot make the target willingly harm itself. The target automatically succeeds this saving throw if it is immune to being charmed.

Once you use this feature, you can't use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.

Oath of Treachery

Oath of Treachery (Level 3)

Commonly known as blackguards, these profane warriors are faithful only to trickster gods, demons lords, or their own image. These paladins make backstabbing and duplicity an art among their ranks. Even the Lords of Hell are loath to ally with these champions of discord, but sometimes Baalzebul and Glasya find a kindred spirit in a blackguard's penchant for double dealing and treachery.

Tenets of Treachery

A paladin who embraces the Oath of Treachery owes allegiance to no one. There are no tenets of this oath, for it lacks any substance. Those who are unfortunate enough to have close contact with blackguards have observed that a blackguard's overwhelming concern is power and safety, especially if both can be obtained at the expense of others.

Channel Duplicity

When you take this oath at 3rd level, you gain the following Channel Divinity option.

Conjure Duplicate

As an action, you can use your Channel Divinity to create a visual illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space of your choice that you can see within 30 feet of you. The illusion looks exactly like you; it is silent; it is your size, is insubstantial, and doesn't occupy its space; and it is unaffected by attacks and damage. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but the illusion must remain within 120 feet of you. For the duration, you can cast spells as though you were in the illusion's space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how uncanny the illusion is.

Words of Treachery

Starting at 10th level, as an action you can use your Channel Divinity to utter a charmed word to a creature within 60 feet of you that can hear you. It must succeed on a Wisdom saving throw (DC equal to your spell save DC) or you control its next action, provided that you aren't incapacitated when it takes the action. A creature automatically succeeds on the save if the creature is immune to being charmed.

Aura of Treachery (Level 7)

Starting at 7th level, you constantly emanate an aura of discord, which gives you the following benefits while you're not incapacitated.

Despairing Presence

Whenever a creature within 5 feet of you makes a saving throw you can use your reaction to impose disadvantage on that saving throw.

Treacherous Avoidance

If a creature within 5 feet of you misses you with a melee attack, or makes a melee attack against an illusionary duplicate of yourself, you can use your reaction to force the attacker to reroll that attack against a creature of your choice that is also within 5 feet of the attacker. You can use this ability three times. You regain expended uses of it when you finish a short or long rest.

Blackguard's Escape (Level 15)

Starting at 15th level, you gain the ability to slip away from your foes. Immediately after you are hit by an attack, you can use your reaction to turn invisible and teleport up to 60 feet to a spot you can see. You remain invisible until the end of your next turn or until you attack, deal damage, or force a creature to make a saving throw. Once you use this feature, you must finish a short or long rest before you can use it again.

Icon of Deceit (Level 20)

At 20th level, you can become an avatar of deceit as an action, gaining the following benefits for 1 minute.

  • You are invisible.

  • As a bonus action you can use your Conjure Duplicate feature without expending your Channel Divinity, and your concentration can maintain up to five of these duplicates at a time.

  • If you have advantage on an attack roll, you gain a bonus to its damage roll equal to your paladin level. You can only gain this benefit once per turn.

Once you use this feature you can't use it again until you finish a long rest.

Oath of Truth

Oath of Truth (Level 3)

The Oath of Truth is sworn to the ideals of knowledge, integrity, and sincerity. Sometimes called seekers, paladins who swear this oath are often scholars that devote themselves to the pursuit of knowledge. These paladins are not content with merely knowing the truth, however—they also devote themselves to upholding it. They refuse to utter lies or deceptions, and make it their duty to correct any falsehoods they come across.

Paladins that follow the Oath of Truth often adorn their armor and clothing with angelic images, including wings and halos, as they idealize the angelic ability to perfectly tell truth from lie. Images of eyes are also common, whether incorporated into their coat of arms or even tattooed upon their body.

Tenents of Truth

Though those that take this oath do so for an array of reasons, they generally all follow these core tenets:

Hone Your Knowledge

As an arbiter of truth, you must have enough information to tell truth from fiction.

Set Things Straight

When you hear a lie, it it your duty to correct it and let the truth be known.

Speak Only Truth

Never utter a lie, under any circumstance.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Truth Spells

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Channel Divinity: Divine Perception

You can use your Channel Divinity to augment your senses. As a bonus action, you grant yourself a +5 bonus to Wisdom (Insight) and Wisdom (Perception) checks for the next 10 minutes.

Channel Divinity: Truthseeker's Will

As a bonus action, you can use your Channel Divinity to seek out your foes. For 1 minute, your speed is increased by 10 feet, and you gain darkvision to a range of 60 feet if you don't already have it. If you already have darkvision, its range instead increases by 30 feet. Also, each hostile creature within 60 feet of you must succeed on a Wisdom saving throw or become marked for the same duration. Fey, fiends, and undead have disadvantage on this saving throw.

If a marked creature is within the range of your darkvision, you gain the following benefits against it:

  • You can see the marked creature, even if it is invisible or obscured in some way (such as being behind cover). If the creature is a shapechanger, you can see its true form.

  • Against the creature, your melee weapon attacks have a 30-foot increased reach, and their damage type becomes psychic if the target is outside of your normal reach. These attacks strike directly at the creature's mind without any projectile, and therefore ignore cover.

Aura of Insight (Level 7)

Starting at 7th level, a magical aura begins to lie upon you, divining information about surrounding creatures. If a creature is within 10 feet of you, you learn of any damage resistances and/or immunities that the creature possesses. Also, the DM tells you if the creature is your equal, superior, or inferior in regard to the following characteristics:

  • Armor Class

  • Current hit points

  • Total class levels (if any)

  • Paladin class levels (if any)

At 18th level, the range of this aura increases to 30 feet.

All-Seeing (Level 15)

Beginning at 15th level, you are always under the effects of a see invisibility spell. Also, for you see invisibility now has a range of 30 feet, rather than self, allowing you to grant its effects to another creature within range when you cast it.

Angel of Truth (Level 20)

At 20th level, you can assume an angelic form, becoming an ultimate arbiter of truth. Using your action, you undergo a transformation. For 1 hour, you gain the following benefits:

  • Feathered wings sprout from your back, granting you a flying speed of 60 feet.

  • You know when you hear a lie. This ability allows you to know when something explicitly untruthful is said; it does not detect misleading yet literally true statements.

  • As a bonus action, you can point to a creature you can see within 30 feet of you and force it to make a Wisdom saving throw against your spell save DC. On a failed save, the creature becomes caged in white light until the end of your next turn or until it takes any damage. For the duration, the creature's speed is 0, it sheds dim light in a 10-foot radius, it can't benefit from being invisible, and attacks against it are made with advantage.

Once you use this feature, you can't use it again until you finish a long rest.

Oath of Tyranny

Oath of Tyranny (Level 3)

You might find the line between purpose and tyranny among us to be too sharp and quick.

— Jarlaxle

The Oath of Tyranny binds paladins dedicated to the authoritarian rule of a single god or goddess. Often called dark knights, iron fist henchmen, or fanatics, they swear to spread and impose the solitary teachings of their way. They believe those who defy the divine word of their patron god or goddess deserve no mercy.

Tenets of Tyranny

The tenets of the Oath of Tyranny are to preserve power and terminate the weak, primarily by defying and punishing those who worship rival gods. This oath emphasizes the principles of absolute rule. The concepts of good or evil are of no consequence, as long as the goal of spreading the word of their deity is achieved.

Strength

Strong deities choose the strongest people to spread their word.

Power

With sacrifice comes power.

Loyalty

Loyalty to your god and institution is one's sacred duty. Fail, and you face certain death.

No Mercy for the Weak

There is no place in this world for those that can't defend their faith.

Retribution

Seek retribution upon any that dare defy the word of your god.

Oath Spells

3rd-level Oath of Tyranny feature

You gain oath spells at the paladin levels listed in the Oath of Tyranny Spells table. See the Sacred Oath class feature for how oath spells work.

Channel Divinity

3rd-level Oath of Tyranny feature

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Smiting Battle Cry

You can use your Channel Divinity to unleash a powerful battle cry. As a bonus action, you can force a number of creatures equal to your proficiency bonus that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, the creature takes psychic damage equal to half your paladin level and have disadvantage on attacks until the end of your next turn. On a successful save, a creature takes half as much damage and suffers no other effect.

Life Stealing Strikes

As an action, you imbue one weapon you are holding with life stealing necrotic energy. For 10 minutes, each time you deal damage to a hostile creature with this weapon, the creature must roll a Constitution saving throw. On a failed save, you gain temporary hit points equal to half the damage dealt. The weapon also emits purplish black dim light in a 10-foot radius, and is considered magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.

Aura of Convinction (Level 7)

7th-level Oath of Tyranny feature

You have advantage on Charisma (Persuasion) and Charisma (Intimidation) checks against creatures within 10 feet of you.

In addition, while a friendly creature that has pledged loyalty to your deity is within 10 feet of you, you both gain a +1 to AC. Only one other creature within your aura can benefit from this feature at a time.

At 18th level, the range of this aura increases to 30 feet, and two other creatures can benefit from your aura at the same time.

Tyrant's Might (Level 15)

15th-level Oath of Tyranny feature

Your Strength score increases by 4, as does your maximum for that score.

Ambassador of Tyranny (Level 20)

20th-level Oath of Tyranny feature

As an action, you cause your body and anything you are wearing to emanate a purplish black aura that shines dim light in a 30-foot radius. This aura lasts for 1 minute and grants the following benefits:

  • When a creature enters your aura for the first time on a turn, you can use your reaction to force it make a Wisdom saving throw. On a failed save, the creature is stunned until the end of its next turn.

  • You have advantage on saving throws against spells and other magical effects.

  • Your melee weapon attacks deal an extra 1d8 necrotic damage, and considered magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.

Once you use this feature, you can't use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.

Oath of Unity

Oath of Unity (Level 3)

Paladins of the Oath of Unity fight for their companions. And in return, it is their companions' faith in them that powers their divine ability. Paladins of the Oath of Unity are never truly alone, not when the hopes and dreams of those around the world are riding on them.

Paladins who take this oath are often inspiring leaders and empowering teammates. After all, the more they do to support their companions, the stronger they become.

Tenets of Unity

The tenets of the Oath of Unity compel paladins to consider how every victory is won not by their own strengths alone but by the joined efforts of their companions and every ally they've made along the way.

Solidarity

Your greatest strength comes in lifting up others.

Trust

You trust your companions with your life. You must also be the kind of person they can trust in turn.

Teamwork

Your victories do not just belong to you; they belong to everyone who has helped you come this far.

Oath Spells

You gain oath spells at the paladin levels listed.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity Options.

Better Together

When you heal another creature, or cast a spell to grant another creature a bonus such as aid or enhance ability, you can use this Channel Divinity to enhance the first weapon attack you make in the next minute. If that attack hits, it is a critical hit.

Spirit Smite

When you deal damage to a creature, you can use your Channel Divinity to call upon your companions to donate energy to the cause. Each creature who can see or hear you can choose to lose a number of hit points in order to deal the same amount of extra radiant damage to the target. The maximum number of hit points a creature can donate is equal to that creature's level or challenge rating (minimum 1).

Power of Friendship (Level 7)

Starting at 7th level, you thrive with others beside you. When a friendly creature hits a target within 5 feet of you with an attack, you can use your reaction to make a melee weapon attack against the same target.

One For All (Level 15)

At 15th level, you are able to lend your energy to your companions' attacks. When a friendly creature you can see within 30 feet makes an attack against a creature, you can choose to gift your own vitality to enhance the attack. When you do, roll 1d12 and lose hit points equal to the result. The triggering attack deals an equal amount of bonus radiant damage. Once you use this feature, you can't do so again until the start of your next turn.

Hopes and Dreams (Level 20)

At 20th level, you can channel the hopes and dreams of those you fight for into a super powered version of yourself. This form looks different for every paladin, whether it manifests as glowing eyes, a change in hair color, or a cloak of stars.

  • When a friendly creature other than you within 60 feet would be reduced to 0 hit points, it is reduced to 10 hit points instead. Each creature can benefit from this ability only once per transformation.

  • You can target any creature you can see within 60 feet of you with your Lay on Hands feature.

  • When you use your Divine Smite feature to deal damage to a target, each creature within 60 feet can use its reaction to make a weapon attack or cast a cantrip with a casting time of 1 action that makes a spell attack against the target.

Once you use this feature, you can't use it again until you finish a long rest'24.

Oath of Unrest

Oath of Unrest (Level 3)

The Oath of Unrest is taken by those with unfinished business. They are driven by an overwhelming thirst for revenge against those who wronged them, or to complete a final, critical task left unfinished. Some of these paladins might have even met a cruel and undeserved end, but return from beyond the grave to finish its work, much like a revenant. It may have been at the will of a deity, some darker force, or the paladin itself. Regardless, none who swear this oath are left untainted, whether it be by the Shadowfell, a realm of the dead, or the paladin's own ambitions.

This unusual state leaves dark marks on those who experience it. At your option, you can pick from or roll on the Oath of Unrest Paladin Quirks table to create a quirk for your character.

Oath of Unrest Paladin Quirks
d6Quirk

1

Your shadow moves in strange ways.

2

Your eyes appear to be empty sockets.

3

Your hair is ghostly white.

4

Your skin is ice-cold to the touch.

5

You speak only in raspy whispers.

6

You have a handprint burned into your shoulder

Tenets of Unrest

The tenets of the Oath of Unrest are those of completing your unfinished business.

Atonement

You failed the first time, you must always remember that.

Vigilance

Be unwavering in your commitment to your task, you have been given a second chance for a reason.

Debt

For good or ill, those that returned you to life have bestowed on you a chance of redemption, you are eternally indebted.

Focus

Your task is the most important goal, there is no room for distractions.

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of Unrest Spells table. See the Sacred Oath class feature for how oath spells work.

Channel Divinity

You gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Ghostly Visage

You can manifest a terrifying form to scare those who stand in your way. When you make a Charisma (Intimidation) check, you can use your Channel Divinity to gain a +10 bonus to the roll. You can choose to use this feature after you roll the die, but before you know whether you succeeded or failed.

Protection from Pain

You ward yourself against lesser pain. You can use your Channel Divinity as a bonus action to gain temporary hit points equal to your paladin level + your Charisma modifier (minimum of 0).

Horrifying Grasp (Level 7)

You can use an action to touch a creature within 5 feet of you and expend points from your Lay on Hands healing pool. The creature must make a Wisdom saving throw with a DC equal to your paladin spell save DC. On a failed save, it takes necrotic damage equal to the number of points expended and is stunned until the end of its next turn. On a successful save, the creature takes half as much damage and isn't stunned.

Duty of the Deathless (Level 15)

The drive to complete your task is unwavering and those that attempt to deter you must be thwarted. You can't be charmed.

Additionally, when you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. If you have expended the use of your Channel Divinity feature when this happens, you regain your use of it. You can't do so again until you finish a long rest.

Immortal Unrest (Level 20)

You can use your action to take on an undying transformation. For 1 minute, you can cast the animate dead spell as a bonus action on each of your turns without expending a spell slot. You can't use the spell to maintain control of a creature when you cast it in this way, only to create new undead servants.

If you die while in this state, your soul can inhabit the body of an undead servant created by this feature. You replace all of the target's statistics with your own and return to life through it with half of your hit points.

Once you have used this feature, you can't do so again until you finish a long rest.

Oath of Veneration

Oath of Veneration (Level 3)

At 3rd level, a paladin gains the Sacred Oath feature, which offers the choice of a subclass. This section presents a new oath option, which can be played by a Tairnadal character or by anyone who channels a revered ancestor.

Paladins who are called to follow in the footsteps of a great hero take the Oath of Veneration. The Tairnadal are the most common culture in Eberron to keep these ideals, taking up arms in hopes of emulating the patron ancestor assigned to them by the Keepers of the Past. However, this path isn't limited to the elves. A goblinoid warrior might choose to emulate ancient Dhakaani heroes, or a human of the Five Nations might consider themself the inheritor of Karrn the Conqueror's will.

Tenets of Veneration

The tenets of the Oath of Veneration challenge a paladin to uphold the legend of a treasured ancestor.

Respect the Past

The deeds and legends of our ancient ancestors are our greatest treasure.

Emulate Your Patron

Keep your patron ancestor's stories alive by reliving their victories.

Fight for Your Future.

Resist the tyranny your ancestors devoted their lives to defeating.

Oath Spells

When you take this oath, choose the following class that best represents your venerated ancestor: artificer, bard, cleric, druid, ranger, sorcerer, warlock, wizard. When you gain this feature, choose one 1st-level spell from your ancestor's class spell list. That spell is an oath spell for you. When you reach certain levels in this class--5th level, 9th level, 13th level, and 17th level--you gain another oath spell of your choice from your ancestor's class spell list. When you gain a paladin level, you can choose one of these spells and replace it with another spell from your ancestor's class spell list. See the Sacred Oath class feature for how oath spells work.

Additionally, you add the enhance ability, find steed, and find greater steed spells to your oath spells.

Channel Divinity

You gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Ancestral Recall

As a bonus action, you can use your Channel Divinity to call to mind a great deed of your ancestor. Choose one skill and choose one tool or language that your ancestor was skilled in during their life. For the next 10 minutes, you are proficient in any chosen skill or tool, and your proficiency bonus is doubled for each ability check you make using a chosen proficiency. If you choose a language, you can speak, read, and write that language for the duration.

Ancestral Companion

You call on the spirit of one of your ancestor's most treasured allies, manifesting the spirit as a loyal mount or imbuing an ally with its favor. You cast either enhance ability or find steed as an action without expending a spell slot. When you reach 15th level in this class, you add find greater steed to the list of spells you can cast in this manner.

Aura of the Paragon (Level 7)

You emanate an aura that evokes the storied history of your patron ancestor, filling you and your companions with hope and drive. When you use your Divine Smite, friendly creatures within 10 feet of you can use their reaction to gain your ancestor's favor until the end of their next turn. Creatures with your ancestor's favor deal an extra 1d4 radiant damage the next time they hit with an attack.

When you reach 18th level in this class, the range of this aura increases to 30 feet.

Exemplar Companion (Level 15)

While a creature is affected by your enhance ability spell, or while you control a creature that you summoned, animated, or created with magic, that creature becomes an exemplar companion. Your Aura of the Paragon extends to the area around each exemplar companion as if you were in that creature's space.

Additionally, when an exemplar companion gains your ancestor's favor, the extra damage it deals increases by 1d4 for each spell level higher than 1st that you expended with your Divine Smite.

Perfect Avatar (Level 20)

As a bonus action, you reach your spiritual apotheosis and embody your patron ancestor's spirit completely. You and your Exemplar Companion creatures gain the following benefits for 1 minute:

  • You have advantage on all ability checks.

  • When you take the Attack action on your turn, you can do one of the following as part of that action: take the Dash, Help, or Use an Object action, or attempt to shove a creature, grapple a creature, or escape a grapple.

  • When you regain hit points, treat any dice rolled to determine the hit points you regain as having rolled their maximum value for you.

Once you use this feature, you can't do so again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.

Oath of Vengeance

Oath of Vengeance (Level 3)

The Oath of Vengeance is a solemn commitment to punish those who have committed a grievous sin. When evil forces slaughter helpless villagers, when an entire people turns against the will of the gods, when a thieves' guild grows too violent and powerful, when a dragon rampages through the countryside—at times like these, paladins arise and swear an Oath of Vengeance to set right that which has gone wrong. To these paladins—sometimes called avengers or dark knights—their own purity is not as important as delivering justice.

Tenets of Vengeance

The tenets of the Oath of Vengeance vary by paladin, but all the tenets revolve around punishing wrongdoers by any means necessary. Paladins who uphold these tenets are willing to sacrifice even their own righteousness to mete out justice upon those who do evil, so the paladins are often neutral or lawful neutral in alignment. The core principles of the tenets are brutally simple.

Fight the Greater Evil

Faced with a choice of fighting my sworn foes or combating a lesser evil, I choose the greater evil.

No Mercy for the Wicked

Ordinary foes might win my mercy, but my sworn enemies do not.

By Any Means Necessary

My qualms can't get in the way of exterminating my foes.

Restitution

If my foes wreak ruin on the world, it is because I failed to stop them. I must help those harmed by their misdeeds.

Oath Spells

You gain oath spells at the paladin levels listed.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Abjure Enemy

As an action, you present your holy symbol and speak a prayer of denunciation, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Fiends and undead have disadvantage on this saving throw.

On a failed save, the creature is frightened for 1 minute or until it takes any damage. While frightened, the creature's speed is 0, and it can't benefit from any bonus to its speed.

On a successful save, the creature's speed is halved for 1 minute or until the creature takes any damage.

Vow of Enmity

As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.

Relentless Avenger (Level 7)

By 7th level, your supernatural focus helps you close off a foe's retreat. When you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack and as part of the same reaction. This movement doesn't provoke opportunity attacks.

Soul of Vengeance (Level 15)

Starting at 15th level, the authority with which you speak your Vow of Enmity gives you greater power over your foe. When a creature under the effect of your Vow of Enmity makes an attack, you can use your reaction to make a melee weapon attack against that creature if it is within range.

Avenging Angel (Level 20)

At 20th level, you can assume the form of an angelic avenger. Using your action, you undergo a transformation. For 1 hour, you gain the following benefits:

  • Wings sprout from your back and grant you a flying speed of 60 feet.

  • You emanate an aura of menace in a 30-foot radius. The first time any enemy creature enters the aura or starts its turn there during a battle, the creature must succeed on a Wisdom saving throw or become frightened of you for 1 minute or until it takes any damage. Attack rolls against the frightened creature have advantage.

Once you use this feature, you can't use it again until you finish a long rest.

Oath of Vigilance

Oath of Vigilance (Level 3)

Paladins who swear the Oath of Vigilance believe their highest calling is in service to others. Those who swear the Oath of Vigilance devote their lives to finding those worthy of protection and ensuring no harm comes to them. These paladins have as strict a moral code as any other but prize obedience to a righteous master above everything else. To them, any untoward actions taken in protecting their ward is justified.

Tenets of Vigilance

The tenets of the Oath of Vigilance vary by paladin, but all tenets revolve around protecting and honoring those the paladin deems worthy of their protection. Paladins who uphold these tenets are willing to sacrifice themselves for the sake of that which they safeguard, even abandoning their own dignity if it ultimately protects the name of their ward.

Defend the Greater Good

I place my life in the hands of someone greater than myself. I will defend those I deem morally greater than me to the death.

Absolved by Obedience

My own ability to comprehend is lesser than those I protect. I am absolved of my flaws by strict obedience to their directions.

Honor by Association

I am honored by my relationship with those I protect and, in turn, I must honor them by acting with integrity and respect.

Humility

When I find someone worthy of protecting I will make their will and life my priority. Through the advancement of their goals will I improve the world and be personally fulfilled.

Oath Spells

You gain oath spells at the paladin levels listed.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity Options.

Safeguard Companion

As an action, you present your holy symbol and speak a prayer of warding, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. That creature gains temporary hit points'24 equal to your Charisma modifier + your paladin level. The creature loses any remaining temporary hit points after 10 minutes. While the creature has temporary hit points from this ability, it gains a +2 bonus to its AC.

Vow of Protection

As a bonus action, you can make a promise to safeguard a creature within 10 feet of you, using your Channel Divinity. For 1 minute, all attack rolls against that creature have disadvantage while you remain within 10 feet of it. This effect ends if you drop to 0 hit points or fall unconscious

Tireless Sentinel (Level 7)

Starting at 7th level, your dedication to protection dissuades your foes from ignoring you. When you hit a creature with an opportunity attack, that creature has disadvantage on attack rolls against creatures other than you until the end of its turn.

Soul of Vigilance (Level 15)

Starting at 15th level, your guardianship of those under your Vow of Protection becomes nearly absolute. When you see a creature within 10 feet under your Vow of Protection take damage, you can use your reaction to move to any unoccupied space within 5 feet of the target of your vow and parry the brunt of the attack. When you do, the damage the creature takes is reduced by 1d10 + your Strength modifier + your paladin level.

Unflinching Guardian (Level 20)

Starting at 20th level, you can assume responsibility for the protection of all your companions. Using your action, you exude a protective aura and focus your will against your enemies for 1 minute.

  • When a friendly creature within 30 feet of you takes damage, that damage is reduced by your Charisma modifier (minimum 1).

  • Whenever a creature under your Vow of Protection moves, you can choose to move an equal distance as long as you end the movement within 10 feet of the creature.

  • You gain a special reaction you can use once each turn which you can take to use your Soul of Vigilance feature. You cannot use your reaction and this special reaction on the same turn.

Once you use this feature, you can't use it again until you finish a long rest'24.

Oath of Wile

Afterimage (Level 7)

Starting at 7th, you can create illusions to beguile your foes. Once per turn, when you hit a creature with a melee attack, you can create an illusory copy of yourself in your space. While the illusion is present, attacks made against you have disadvantage. When a creature misses you with a melee attack, the illusion lashes out, dealing psychic damage equal to your Charisma modifier to the creature. The illusion lasts until the start of your next turn, or until it deals damage.

Veil of the Fey (Level 15)

At 15th level, your magic warps the air around you when you channel it, obscuring your form and giving you the upper hand. When you expend a spell slot, you can become invisible until the start of your next turn, or until you attack, make a damage roll, or force someone to make a saving throw.

Additionally, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful.

Icon of Guile (Level 20)

At 20th level, you can tap into the raw energy of the Feywild, masking your form with unearthly beauty and power. Using your action, you undergo a transformation. For 10 minutes, you gain the following benefits:

  • As a reaction when a creature misses you with an attack, you can cause it to become charmed by you until the end of your next turn.

  • Whenever you deal damage to a charmed creature with a weapon attack, you can use the maximum result of the weapon's damage dice instead of rolling.

  • Your weapon attacks deal additional psychic damage equal to your Charisma modifier.

Once you use this feature, you can't use it again until you finish a long rest.

Oath of Winter

Oath of Winter (Level 3)

The Oath of Winter was originally a concord between a paladin and an ancient being of ice, Father Winter. With this treatise, the paladin swears to stand vanguard against the cold, protecting the innocent from the ravages of winter's ice and the horrors of the bitter north. Even as Father Winter has faded into obscurity with the march of centuries, the order of paladins sworn to this oath has remained, their concord and duty neverending.

Tenets of Winter

Your concord with Father Winter, enumerated in your oath, is based on the following principles:

Winter's Snow

Though the winter is long and harsh, it is not altogether evil. Your concord with Father Winter himself is proof of that.

Winter's Wind

With the coming of winter frosts are harsh dangers and frigid creatures not found in the summer. It is your duty to protect the innocent from this peril.

Winter's Throne

Seeking to unseat Father Winter from his throne of ice is to break your vow. No matter the evils of his reign, never break your concord. Seasons change, but your oath does not.

Oath Spells

You gain oath spells at the paladin levels listed.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Ice Armor

As a bonus action, you can use your Channel Divinity to wreath your armor in a thick layer of protective ice. You gain a number of temporary hit points equal to twice your paladin level + your Charisma modifier. You subtract fire damage from your temporary hit points as if you were vulnerable to it, but if fire damage reduces your temporary hit points to zero, you don't subtract the remaining fire damage from your hit points, as your melting ice neutralizes the excess heat.

North Wind

You can use your Channel Divinity as an action to breathe a hoary wind. Each creature within a 30-foot cone must make a Constitution saving throw. On a failed save, a creature takes 2d6 cold damage for each point of your proficiency bonus, and its speed is halved until the start of your next turn. On a successful save, a creature takes half as much cold damage and its speed is not halved. A creature killed by this ability becomes a frozen statue until it thaws.

Frigid Aura (Level 7)

Beginning at 7th level, you emanate bitter cold and draw heat from the room. You and friendly creatures within 10 feet of you have resistance to cold and fire damage.

At 18th level, the range of this aura increases to 30 feet.

Iceflesh (Level 15)

By 15th level, when you take damage or are blinded, deafened, paralyzed, petrified, or poisoned, you can use your reaction to freeze the blood in your veins, delaying the effect. The damage or condition is suspended for 1 minute, after which it resumes and affects you normally. This ability pauses the duration of spells that affect only you to impose a condition, and the spellcaster doesn't need to maintain concentration on such a spell until the effect resumes. You can only freeze one condition or instance of damage at a time. Once you use this ability, you can't use it again for 1 minute

Father Winter (Level 20)

Starting at 20th level, you can invite upon yourself the purest cold, becoming an effigy of Father Winter. For the next hour, you gain the following benefits:

  • You are immune to cold damage.

  • When a creature within 5 feet of you deals damage to you while you aren't incapacitated, it takes 2d10 cold damage

  • You emit a frigid 10-foot-radius aura that freezes the ground around you. The area of this aura is difficult terrain. You can choose for creatures to be unaffected by it.

  • On your turn, you can draw the heat from the room, extinguishing any nonmagical fires you can see within 30 feet (no action required.)

Once you use this feature, you can't use it again until you finish a long rest.

Oath of Zeal

Aura of Clarity (Level 7)

Beginning at 7th level, you and friendly creatures within 10 feet of you can't be blinded while you are conscious. Additionally, creatures and objects of your choice within this range can't benefit from being invisible.

At 18th level, the range of this aura increases to 30 feet.

Compel Confession (Level 15)

Starting at 15th level, you can cast the zone of truth spell without expending a spell slot. When you cast the spell with this feature, creatures who succeed on their saving throw take 1d4 psychic damage at the start of each of their turns while they remain within the affected area.

Apocalyptic Revelation (Level 20)

At 20th level, as an action you can reveal the true nature of your enemies to all for 1 minute. During this time, you gain the following benefits:

  • You have truesight out to a distance of 120 feet.

  • Creatures who start their turn, or move within, 5 feet of you must make a Constitution saving throw against your paladin spell save DC. On a failure, the creature is blinded until the start of its next turn.

  • As a bonus action on each of your turns you can choose a creature within 60 feet and reveal its weaknesses for all to see. Attacks made against the chosen creature have advantage until the start of your next turn.

Once you use this feature, you can't use it again until you finish a long rest.

Oath of Zeal

Aura of Clarity (Level 7)

Beginning at 7th level, you and friendly creatures within 10 feet of you can't be blinded while you are conscious. Additionally, creatures and objects of your choice within this range can't benefit from being invisible.

At 18th level, the range of this aura increases to 30 feet.

Compel Confession (Level 15)

Starting at 15th level, you can cast the zone of truth spell without expending a spell slot. When you cast the spell with this feature, creatures who succeed on their saving throw take 1d4 psychic damage at the start of each of their turns while they remain within the affected area.

Apocalyptic Revelation (Level 20)

At 20th level, as an action you can reveal the true nature of your enemies to all for 1 minute. During this time, you gain the following benefits:

  • You have truesight out to a distance of 120 feet.

  • Creatures who start their turn, or move within, 5 feet of you must make a Constitution saving throw against your paladin spell save DC. On a failure, the creature is blinded until the start of its next turn.

  • As a bonus action on each of your turns you can choose a creature within 60 feet and reveal its weaknesses for all to see. Attacks made against the chosen creature have advantage until the start of your next turn.

Once you use this feature, you can't use it again until you finish a long rest.

Oath of Zeal;

Oath of Zeal (Level 3)

To the paladins that swear the Oath of Zeal, their long list of tenets are as important as their faith. The specifics vary based on the god that a paladin serves, but they all share the ideals of destroying the enemies of their church and of their god.

Tenets of Zeal

Though the exact words and strictures of the Oath of Devotion vary, paladins of this oath share these tenets.

Root out Heresy

Wherever the enemies of my faith hide, I must hunt them down.

Heretics Must be Punished

There can be no mercy for those who will not repent.

By Any Means

My qualms cannot get in the way of my duty to my faith.

Absolute Faith

I will never go against my church and my faith, and I will never attack those who are faithful.

Oath Spells

You gain oath spells at the paladin levels listed.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Stern Gaze. As a bonus action, you can focus your mind on a particular creature, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. You have advantage on Charisma checks and Charisma saving throws against that creature, and the target has disadvantage on Charisma checks and Charisma saving throws against you for 1 minute.

Unexpected Strike. You are exceptionally effective at getting the drop on heretics. When you hit a surprised creature with a melee attack, you can expend your Channel Divinity to make that attack a critical hit.

Lay on Brands (Level 7)

At 7th level, you can use Lay on Hands points instead of a spell slot when you use Divine Smite. You must spend 10 points per spell slot level. You can't use Divine Smite at a level above your highest level spell slot.

Soul Gaze (Level 15)

Starting at 15th level, your Stern Gaze Channel Divinity option also affects Wisdom checks and Wisdom saving throws.

Wrath of Faith (Level 20)

At 20th level, you can directly channel the fury of your faith into combat. Using your action, you can undergo a transformation. For 1 minute you gain the following benefits:

  • You have the benefits of Stern Gaze against every creature within 60 feet of you.

  • When you use Divine Smite, you deal an extra 1d8 radiant damage.

  • You emanate an aura of menace in a 60-foot radius. The first time an enemy creature enters the aura or starts its turn there, the creature must succeed on a Wisdom saving throw or be frightened of you for 1 minute or until it takes any damage. The DC is equal to your paladin spell save DC. Attack rolls against the frightened creatures have advantage.

Once you use this feature, you can't use it again until you finish a long rest.

Oathbreaker

Oathbreaker (Level 3)

An Oathbreaker is a paladin who breaks his or her sacred oaths to pursue some dark ambition or serve an evil power. Whatever light burned in the paladin's heart has been extinguished. Only darkness remains.

A paladin must be evil and at least 3rd level to become an Oathbreaker. The paladin replaces the features specific to his or her Sacred Oath with Oathbreaker features.

Oathbreaker Spells

You gain oathbreaker spells at the paladin levels listed.

Channel Divinity

An Oathbreaker paladin of 3rd level or higher gains the following two Channel Divinity options.

Control Undead

As an action, the paladin targets one undead creature he or she can see within 30 feet of him or her. The target must make a Wisdom saving throw. On a failed save, the target must obey the paladin's commands for the next 24 hours, or until the paladin uses this Channel Divinity option again. An undead whose challenge rating is equal to or greater than the paladin's level is immune to this effect.

Dreadful Aspect

As an action, the paladin channels the darkest emotions and focuses them into a burst of magical menace. Each creature of the paladin's choice within 30 feet of the paladin must make a Wisdom saving throw if it can see the paladin. On a failed save, the target is frightened of the paladin for 1 minute. If a creature frightened by this effect ends its turn more than 30 feet away from the paladin, it can attempt another Wisdom saving throw to end the effect on it.

Aura of Hate (Level 7)

Starting at 7th level, the paladin, as well any fiends and undead within 10 feet of the paladin, gains a bonus to melee weapon damage rolls equal to the paladin's Charisma modifier (minimum of +1). A creature can benefit from this feature from only one paladin at a time.

At 18th level, the range of this aura increases to 30 feet.

Supernatural Resistance (Level 15)

At 15th level, the paladin gains resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.

Dread Lord (Level 20)

At 20th level, the paladin can, as an action, surround himself or herself with an aura of gloom that lasts for 1 minute. The aura reduces any bright light in a 30-foot radius around the paladin to dim light. Whenever an enemy that is frightened by the paladin starts its turn in the aura, it takes 4d10 psychic damage. Additionally, the paladin and creatures he or she chooses in the aura are draped in deeper shadow. Creatures that rely on sight have disadvantage on attack rolls against creatures draped in this shadow.

While the aura lasts, the paladin can use a bonus action on his or her turn to cause the shadows in the aura to attack one creature. The paladin makes a melee spell attack against the target. If the attack hits, the target takes necrotic damage equal to 3d10 + the paladin's Charisma modifier.

After activating the aura, the paladin can't do so again until he or she finishes a long rest.

Tech Knight

Oath of the Three Laws (Level 3)

The Oath of the Three Laws is the only sacred oath taken posthumously. Paladins gravely injured are taken to the temple of the Gearpriests and offered the Choice: refuse the Oath and perish, or take it and become a Tech Knight. Those that accept have their minds transferred into a modified suit of magitech armor, filled with ticking clockwork, and live out the generations in command of a body of steel that is not their own.

Laws of Robotics

Because you control the form of a machine, you need to obey some of the machine's laws. Failing to do so will not cause you to fall from paladinhood, but will instead deactivate you temporarily. If you break one of the Laws of Robotics, you can neither move nor take actions for 1d4 rounds.

First Law

You may not harm an innocent sentient creature. You may not, through inaction, allow a sentient creature to come to harm.

Second Law

You must obey the orders given by the Gearpriests, except where such orders would conflict with the First Law.

Third Law

You must protect your own existence as long as such protection does not conflict with the First or Second Laws.

Oath Spells

You gain oath spells at the paladin levels listed.

Construct

Tech Knights are not born; they are created. If you suffer no catastrophe and are not offered the Choice, at 3rd level you must consult the Gearpriests to give up your organic body for a mechanical one in order to take this oath. You forfeit all benefits from your race except for known languages and ability score increases.

You are a construct, and do not need to eat, sleep, drink, or breathe. You do, however, still require the duration of a long rest each day to re-calibrate and perform minor repairs. Additionally, you are immune to necrotic and poison damage, you are immune to being poisoned, and magic can't put you to sleep. You are affected by effects which effect humanoids as well as those that effect constructs.

Finally, your body is already armored, and you cannot wear additional armor, though you may wield a shield. Your Armor Class equals 14 + your Dexterity modifier.

Channel Divinity

When you take this oath at 3rd level, you gain the following Channel Divinity option.

Emulate Upgrade

Your body is constructed from a transmutive material which can pattern after Magitech Upgrades. You may select 1 Magitech Upgrade for which you meet the prerequisites. You must expend your Channel Divinity when you complete a short or long rest in order to activate this upgrade, and you may change your upgrade selection at that time.

You are always considered to be wearing magitech armor and your magitech level is equal to your paladin level. Upgrades that cast a spell require no verbal or somatic components. If an Upgrade calls for a saving throw, it uses your Spell Save DC.

You may select an additional Magitech Upgrade at 11th level (2 upgrades), and at 20th level (3 upgrades.) These upgrades may be used as prerequisites for others.

Aura of Law (Level 7)

At 7th level, you and all friendly creatures within 10 feet of you have advantage on Concentration checks.

At 18th level, the range of this aura increases to 30 feet.

Armor Fortification (Level 7)

At 11th level, you can select an armor fortification from below. This selection cannot be changed once made.

Energy Deflection

You have resistance to lightning damage.

Maneuverable Fibers

Your base movement speed increases by 5 feet.

Reinforced Fibers

Your Armor Class increases by 1.

Construct Sense Upgrade (Level 15)

At 15th level, select a construct sense upgrade from below. This selection cannot be changed once made.

Auravision

As a bonus action on your turn, you can cast detect magic without expending a spell slot. After using this ability, you must complete a short or long rest before using it again.

All-Frequency Scan

As a bonus action on your turn, you can gain truesight until the beginning of your next turn. After using this ability, you must complete a short or long rest before using it again.

Darkvision

You gain darkvision with a range of 120 feet.

Thermal Vision

Even in heavily obscured conditions, you can see the location of creatures within 30 feet that aren't constructs or undead. However, you cannot discern distinguishing details of these creatures, nor can you see what they are carrying.

Golem resistance (Level 20)

Beginning at 20th level, as an action on you turn, you or one willing creature within your reach becomes immune to a spell of your choice for 1 hour. After using this ability, you cannot do so again until you finish a short or long rest.

The Oathless

The Oathless (Level 3)

Not all paladins are able to hold to their Sacred Oaths. Some break their Oath and fall into evil, becoming Blackguards and Oathbreakers, but not all who falter become paragons of evil. Known as the Oathless, paladins who abandon their divinely appointed cause for reasons other then evil still retain some of their power. They wander the wilds as lost warriors, often becoming bandits and mercenaries. Some quest for purpose, seeking to renew their Oath, while others fall into despair.

Tenets of the Oathless

An Oathless paladin owes allegiance to no one. They hold to no tenets and are loyal to nothing but themselves. Oathless paladins are often selfish, with their own safety and power being their only concern. These lost warriors won't hesitate to obtain what they desire, even at the expense of others.

Channel Divinity: Coward's Escape

As a bonus action, you grasp your holy symbol and force a creature you can see within 60 feet of you to make a Wisdom saving throw. On a failed save, the target cannot perceive you in any way for up to 1 minute. They can't see, hear, smell, or sense your presence in any way. This ends early if you attack the creature or target them with a spell.

Channel Divinity: Selfish Restoration

When you begin your turn you can invoke this Channel Divinity (no action required) to end one of the following conditions currently affecting you: charmed, frightened, paralyzed, poisoned, or stunned. Alternatively, you can choose to immediately regain hit points equal to your paladin level + your Charisma modifier (minimum of +1).

Breaking a Sacred Oath

The difficulty of breaking a Sacred Oath can vary by table and style of play. Depending on the paladin's transgression, a small ritual or penance may be all that is needed to keep their power, but other times their Oath has been broken beyond forgiveness.

When a Paladin breaks their Sacred Oath in such a definitive manner, there are only two options to move forward as a paladin: turn to evil and become an Oathbreaker or blackguard, or remain neutral, or even good, as the Oathless paladin detailed here.

Devious Counter (Level 7)

You have learned to disable foes who threaten you. Starting at 7th level, when a creature misses you with an attack, you can use your reaction to force it to make a Dexterity saving throw. On a failure, it is knocked prone and its movement speed is reduced to zero until the start of your next turn.

Upon reaching 18th level, you can use this feature an unlimited amount of times without using your reaction.

Forceful Will (Level 15)

Beginning at 15th level, when you force a creature within 15 feet of you to make a saving throw to resist the effects of an enchantment spell, they have disadvantage on their roll.

Paragon of Dishonor (Level 20)

At 20th level, you can use an action to become a shade of a righteous paladin, gaining the benefits below for 1 minute:

  • You become invisible.

  • You can take the Dash or Hide action as a bonus action.

  • When a creature misses you with an attack, you can force it to repeat its attack against another creature of your choice within the normal range of its attack.

Once you use this feature, you must finish a long rest before you can use it again, unless you spend a spell slot of 5th-level or higher to use it an additional time.

The Oathless

The Oathless (Level 3)

Not all paladins are able to hold to their Sacred Oaths. Some break their Oath and fall into evil, becoming Blackguards and Oathbreakers, but not all who falter become paragons of evil. Known as the Oathless, paladins who abandon their divinely appointed cause for reasons other then evil still retain some of their power. They wander the wilds as lost warriors, often becoming bandits and mercenaries. Some quest for purpose, seeking to renew their Oath, while others fall into despair.

Tenets of the Oathless

An Oathless paladin owes allegiance to no one. They hold to no tenets and are loyal to nothing but themselves. Oathless paladins are often selfish, with their own safety and power being their only concern. These lost warriors won't hesitate to obtain what they desire, even at the expense of others.

Breaking a Sacred Oath

The difficulty of breaking a Sacred Oath can vary by table and style of play. Depending on the paladin's transgression, a small ritual or penance may be all that is needed to keep their power, but other times their Oath has been broken beyond forgiveness.

When a Paladin breaks their Sacred Oath in such a definitive manner, there are only two options to move forward as a paladin: turn to evil and become an Oathbreaker or blackguard, or remain neutral, or even good, as the Oathless paladin detailed here.

Channel Divinity

At 3rd level, you gain the following Channel Divinity options:

Coward's Escape

As a bonus action, you grasp your holy symbol and force a creature you can see within 60 feet of you to make a Wisdom saving throw. On a failed save, the target cannot perceive you in any way for up to 1 minute. They can't see, hear, smell, or sense your presence in any way. This ends early if you attack the creature or target them with a spell.

Selfish Restoration

When you begin your turn you can invoke this Channel Divinity (no action required) to end one of the following conditions currently affecting you: charmed, frightened, paralyzed, poisoned, or stunned. Alternatively, you can choose to immediately regain hit points equal to your paladin level + your Charisma modifier (minimum of +1).

Oath Spells

You gain oath spells at the paladin levels listed.

Devious Counter (Level 7)

You have learned to disable foes who threaten you. Starting at 7th level, when a creature misses you with an attack, you can use your reaction to force it to make a Dexterity saving throw. On a failure, it is knocked prone and its movement speed is reduced to zero until the start of your next turn.

Upon reaching 18th level, you can use this feature an unlimited amount of times without using your reaction.

Forceful Will (Level 15)

Beginning at 15th level, when you force a creature within 15 feet of you to make a saving throw to resist the effects of an enchantment spell, they have disadvantage on their roll.

Paragon of Dishonor (Level 20)

At 20th level, you can use an action to become a shade of a righteous paladin, gaining the benefits below for 1 minute:

  • You become invisible.

  • You can take the Dash or Hide action as a bonus action.

  • When a creature misses you with an attack, you can force it to repeat its attack against another creature of your choice within the normal range of its attack.

Once you use this feature, you must finish a long rest before you can use it again, unless you spend a spell slot of 5th-level or higher to use it an additional time.

Weavebound

The Weavebound Paladin (Level 3)

Thay is most certainly a magocracy, but that is not to say that divine power isn't acknowledged. In fact, this couldn't be further from the truth: Szass Tam has, as he always does, gleaned methods by which to pervert a resource that he don't own so that he can bend it to his own nefarious ends.

A weavebound paladin draws power from their god—almost always Mystra, but worshipers of Shar, Oghma, and other Faerûnian deities of magic exist as well—and binds that energy into their martial pursuits. They have been irrevocably changed by their far-reaching dreams of conquest and their loyalty to Red Wizards and the greater glory of Thay itself. The raw power of the Weave, the fundamental arcane fabric that powers all magic across the Forgotten Realms, courses through the paladin and provides the lens through which they perceive the world. The protection and promotion of magic is their sworn goal, and they will go to any length to achieve it.

Finally, and perhaps most importantly, a weavebound paladin is bound not only to the glory of Thay but also directly to a single zulkir. The secret of creating a weavebound paladin was until recently known only to Szass Tam, but others around the realms—notably the Blackstaff in Waterdeep and Zulkir Dar'lon Ma of Mulmaster—have begun to craft their own versions of this path. Still, there are those wary few across the Sword Coast and beyond who believe that Szass Tam merely leaked a corrupt version of the ritual into the world so that he might have more eyes and ears where he needs them most: adjacent to the most powerful casters that he does not already control.

Special Requirements

A weavebound paladin must meet the following requirements before they are able to gain levels in this class:

  • Must have an Intelligence score of 12 or higher.

  • Must have at least 2 levels in the wizard class.

  • Must have a powerful patron (minimum Challenge Rating of 20) such as a demon lord, a zulkir, or similar, and that patron must not be currently bonded to another weavebound paladin.

Tenets of the Weavebound

A weavebound paladin is terrifyingly powerful force of magic and faith in the nation of Thay. They channel their god into their own arcane works, and in turn use those combined energies to promote the glory of Thay above all else. To see arcanists of Thay succumb to doubt is treason; to learn that a wizard of Thay, Red Robed or otherwise, has fallen to an outlander is akin to hearing a declaration of war from that outlander's home realm. The weavebound paladin is part of the Weave, and their god is a part of them. Their tenets are direct:

Preserve the Art

The Weave is a powerful but delicate thing. Its existence is sacred, its power exquisite, and it must not be undone.

Glory to the Weave

Your mission is to preserve the Weave at all costs. Even your own life is insignificant when compared to the need to keep the eternal pattern.

Might is the Only Power

Only those that can bend the Weave to their will are truly capable of leading.

Oath Spells

You gain weavebound spells at the paladin levels listed.

Weavebound Spells

Channel Divinity Options

When you take this oath at 3rd level, you gain the following two Channel Divinity options:

Arcane Armor

You can use your Channel Divinity as a reaction to provide yourself or your patron with a defensive boost. If you do, you may choose to increase your armor class, or that of your patron, by +6 versus a single magical spell, effect, or attack (including one made with a magical weapon).

Woven from Faith

You can use your Channel Divinity to create a spell component worth up to 50 gp times your paladin level. This spell component lasts until consumed or until one minute has elapsed, whichever occurs first. Selling this item or using it in a duplicitous manner rather than consuming it as part of a spell you cast may draw the ire of your god and patron.

Weaver's Mantle (Level 7)

Beginning at 7th level, you can manifest an aura of pure Weave energy. When you manifest this aura, choose a school of magic and a creature to receive your mantle; you must be able to perceive this creature, and this creature must be of size Medium or smaller. When a creature wearing your mantle is targeted by or would be affected by a spell from the chosen school, they must choose one of the following effects:

Arcane Sustenance

If the creature is successful in making their saving throw (if any) against the spell or effect, they may then use their reaction to make an Intelligence (Arcana) check; the DC of this check is equal to the spell's DC. If this is also successful, they immediately regain one expended spell slot of a level no higher than your Charisma modifier (minimum 1).

Delayed Effect

The spell's effect takes place at the beginning of the creature's next turn. This only effects the creature with the mantle; any other creatures affected by the spell receive that effect normally.

Increased Effect

The creature receives an extra 50% of the spell's effect. Non-numerical effects aren't increased.

Increased Resistance

The creature has advantage on their saving throw against this effect.

The mantle lasts for a number of rounds equal to your Charisma modifier (minimum 1). Once your mantle is active, you may sacrifice an unused spell slot as a bonus action; if you do, the mantle's duration is extended by a number of rounds equal to the level of the spell slot sacrificed in this way. Once a mantle's effect is used, it ceases to exist immediately.

When you reach 18th level in this class, your mantle covers a number of allies within 30 feet of you equal to your Charisma bonus (minimum 1) and the following mantle options are also available:

Limited Immunity

If the spell is of 3rd level or less, the creature is immune to it.

Spell Turning

The creature may sacrifice an unused spell slot and make an Intelligence saving throw. If they are successful, the spell is turned back upon its caster and no longer has any effect upon the wearer of the mantle.

Crafting the Pattern (Level 15)

Starting at 15th level, you may enact a ritual that requires you to spend a full day fasting, meditating, and praying. Upon completion of this day, you may temporarily lose a number of paladin levels equal to your Intelligence modifier (minimum 1) and in return gain that number of wizard levels. Until you reverse this ritual by spending a full day fasting, meditating, and praying on this matter again you gain no experience, you can't attune to magical items that you didn't own prior to enacting this ritual, and you can't learn any new spells, nor can you regain spent spell slots. No magic, not even wish, can swap these class levels permanently.

You may use this ritual once per month and doing so requires you to expend 5,000 gp worth of rare and exotic spell components such as a hair of the tail of a tarrasque, a sphinx's riddle in a bottle, and the pinion feathers of an ancient pegasus.

When the ritual is reversed, your paladin and wizard levels revert to their normal levels.

Avatar of the Arcane (Level 20)

At 20th level, you may consult your own path through the Weave in order to realize your most potent form: that of an empowered golem, blending your mortal form with the raw power of the weave. You pull and tug strands of the Weave itself to create an arcane carapace that surrounds you and grants the following powers and abilities:

  • You gain all the mechanical abilities and traits of an iron golem, including its size unless you are already larger. Your stats replace those of the iron golem.

  • You are not constructed of iron, but of solidified, raw essence of magic.

  • While in this form, you don't require air, food, drink, or sleep.

  • Instead of the iron golem's Fire Absorption feature, you have the following feature:

    Force Absorption

    Whenever you are subjected to force damage, you take no damage and instead regain a number of hit points equal to the force damage dealt.

  • Instead of the iron golem's Poison Breath feature, you have the following feature:

    Force Breath

    You exhale a mighty wind infused with the raw essence of magic in a 15-foot cone. Each creature in that area is knocked prone and must make a DC 19 Strength saving throw, taking 45 (10d8) force damage on a failed save, or half as much damage on a successful one.

This effect lasts for one minute, and once used it can't be used again until you have completed an extended rest.